Horwath
Legend
For next campaign, I'm considering going for 3d6 instead of d20 for all rolls.
As IMHO, biggest problem of any d20 system is the "d20".
Reasons: d20 is unrealistic probability chance considering skill of the "user".
It gives the same chance to perform on your average ability and on your worst or best possible(5% for everything)
3d6 gives a nice bell curve that peaks at average rolls, around 68% rolls are between 8 and 13, while on d20 there is only 30% to be in average rolls, and range of 5-15(what most DCs are based);
on 3d6 it is 93% chance vs. 55% chance on d20.
3d6 also fixes the issue of round the party "knowledge" checks, where 5 people roll and hope for 15+ as no one has any intelligence skills
with d20, rolling 15+ at least once in party of 5 is 83,2%. Very high for a party of mostly dumbarses.
With 3d6 that luck fest drops to 38,5%. Less than half than with d20.
Advantage rules are also simple:
Roll 5d6 drop 2 lowest. That is little bit lower on average than 2d20 drop lowest, but it gives more consistency.
Also 3d6 gives option to give "half advantage" on some checks that are easy for the player but not warrant full advantage(I.E. flanking), with 4d6, drop lowest(it given little less than +2 on the check)
As for critical hits to give again 5% chance(10/15% for champions)
Natural 20 on d20 would be natural 16-18 on 3d6, 5% vs. 4,63%
19-20 on d20 would be 15-18 on 3d6, 10% vs. 9,26%
18-20 on d20 would be 14-18 on 3d6, 15% vs. 16,20%
3d6 moves results from luck factor to skill factor, and players will try to find sources of advantage(or even half advantage with this variant) rather to count on lucky roll from multiple d20 rolls.
As IMHO, biggest problem of any d20 system is the "d20".
Reasons: d20 is unrealistic probability chance considering skill of the "user".
It gives the same chance to perform on your average ability and on your worst or best possible(5% for everything)
3d6 gives a nice bell curve that peaks at average rolls, around 68% rolls are between 8 and 13, while on d20 there is only 30% to be in average rolls, and range of 5-15(what most DCs are based);
on 3d6 it is 93% chance vs. 55% chance on d20.
3d6 also fixes the issue of round the party "knowledge" checks, where 5 people roll and hope for 15+ as no one has any intelligence skills

with d20, rolling 15+ at least once in party of 5 is 83,2%. Very high for a party of mostly dumbarses.
With 3d6 that luck fest drops to 38,5%. Less than half than with d20.
Advantage rules are also simple:
Roll 5d6 drop 2 lowest. That is little bit lower on average than 2d20 drop lowest, but it gives more consistency.
Also 3d6 gives option to give "half advantage" on some checks that are easy for the player but not warrant full advantage(I.E. flanking), with 4d6, drop lowest(it given little less than +2 on the check)
As for critical hits to give again 5% chance(10/15% for champions)
Natural 20 on d20 would be natural 16-18 on 3d6, 5% vs. 4,63%
19-20 on d20 would be 15-18 on 3d6, 10% vs. 9,26%
18-20 on d20 would be 14-18 on 3d6, 15% vs. 16,20%
3d6 moves results from luck factor to skill factor, and players will try to find sources of advantage(or even half advantage with this variant) rather to count on lucky roll from multiple d20 rolls.