The issue was that 2*3d6-11 has a mean of 10, whereas 1d20 has a mean of 10.5. By introducing a "confirmation" mechanic, we're effectively reducing every roll by 1/2 (if it's easier to see, you can imagine rolling the 1d2 confirmation die after every roll and subtracting 1 on a 1, and leaving the roll alone on a 2, but this has no impact unless our roll exactly meets the DC so in practice you'd only need to roll the confirmation die in that case).
Not what you say above, and still a really weird, non-mathematical thing to do to correct at a single point in the distribution because your choice of arbitrary centering (to get, recall, a optical match but not actual match in probabilities) to look better. You're chasing rabbits down the wrong holes and claiming victory because you found an orange plastic cap that you're calling a carrot.
This isn't reducing the likelihood to succeed by 5%; if applied to a d20 it's essentially reducing it by 2.5%, so it's as though we made the d20 have a mean of 10, like the 2*3d6-11.
But that's not actually quite want we want --- I did mess that up in hastily firing off an idea that I hadn't had a chance to sit down and work through yet. What we want is to apply the confirmation die in the 3d6 case, not the d20 case. We either (1) roll 2*3d6-10, applying the confirmation mechanic, which should be comparable to an unaltered d20 system, or (2) just roll 3d6 with the confirmation mechanic, and compare that to a d20 system where bonuses are doubled together with DCs' distance from 10.
Let's look at (1) first. Here are the probabilities of meeting each target natural roll from 1 to 20, comparing vanilla 1d20 (no changes to DCs or modifiers), compared to 2*3d6-10 with the confirmation correction:
Once we correct for the mean of 2*3d6-10 being off by a half, the approximation error is symmetric around the DC/bonus combinations with a 50% success rate. The 3d6 curve is of course nonlinear -- no points for pointing that out; everyone already recognized that -- and so the discrepancy in success rates is not constant, but it is at worst 4%.
I don't know what you're actually graphing, here. Your d20 line has data outside of the possible range, and the value for 1 on d20 is incorrect. The rest are correct (2-20), but these obvious issues make me very leery of what it is you're doing.
Secondly, you've done exactly what I said the OP did -- you've tossed data from the scaled 3d6. Here, you've actually truncated the values form the graph which makes it look even more visually similar. This is bad math.
I think you've set yourself up to fail, here, because your next bit is way, way, way off the rails.
And here are the probabilities for a "reduced randomness" scheme: 3d6 with a confirmation correction and no change to DCs or modifiers, compared to 1d20 with doubled modifiers and new DCs set to 10 + 2*(DC - 10) -- that is to say, expanding around 10 by a factor of 2. (The x-axis is the target 3d6 roll; the roll needed on the d20 is different)
As advertised, using 3d6 produces less variation in rolls. But if we adjust modifers and DCs we achieve the same effect with a d20. We do have a bit of an issue on the extremes, in that the scaled d20 approximation makes some rolls guaranteed or impossible, whereas they are around 96% or 4% with 3d6. But again that's something everyone has acknowledged throughout this thread, so there's nothing special in you pointing that out -- it's not a problem with anyone's math, it's a fact that distributional approximations like this have the worst fit in the tails.
I have no idea what you've graphed here. The d20 in your scheme does not display a different CPDF -- it's still linear. But, here, you have a weird hybrid curve that goes to a 0% probability when you need a 16. Can you not even roll a 16 on a d20? Clearly, you can, you can roll all the way up to a 20 (not featured on your graph), so whatever you've done here, it's not the density function of a d20.
The best I can figure is that you've graphed a d20 scaled by 1/2 and recentered. You've increased the slope of the d20 line, but tossed a bunch of data. Your d20 values go from being able to generate a value of 5 through 16. This is NOT what a d20 can generate.
I also tried to understand your graph as using the expanded d20 roll as graphing likelihood of meeting a DC, but I can't get that math to work, either, even trying out a number of possible mistakes.
I was able to recreate your graph, though. I divided a d20's probability by 2 and recentered it at 10.5, then changed the first and last data points to be an average of the data point before and the data point after (which is why you have those ramps to 100% and 0% on the d20 line). I then recentered the 3d6 line to 10.5. I don't really know why we did this, because both lines were centered on 11, but whatever, it's a bunch of arbitrary decisions to make lines look like each other so it's all the same.
roll | d20 | 3d6 | scaled d20 |
1 | 100 | | |
1.5 | 97.5 | | |
2 | 95 | | |
2.5 | 92.5 | 100 | |
3 | 90 | 99.76852 | |
3.5 | 87.5 | 99.53704 | 100 |
4 | 85 | 98.84259 | 100 |
4.5 | 82.5 | 98.14815 | 100 |
5 | 80 | 96.75926 | 100 |
5.5 | 77.5 | 95.37037 | 97.5 |
6 | 75 | 93.05556 | 95 |
6.5 | 72.5 | 90.74074 | 90 |
7 | 70 | 87.26852 | 85 |
7.5 | 67.5 | 83.7963 | 80 |
8 | 65 | 78.93519 | 75 |
8.5 | 62.5 | 74.07407 | 70 |
9 | 60 | 68.28704 | 65 |
9.5 | 57.5 | 62.5 | 60 |
10 | 55 | 56.25 | 55 |
10.5 | 52.5 | 50 | 50 |
11 | 50 | 43.75 | 45 |
11.5 | 47.5 | 37.5 | 40 |
12 | 45 | 31.71296 | 35 |
12.5 | 42.5 | 25.92593 | 30 |
13 | 40 | 21.06481 | 25 |
13.5 | 37.5 | 16.2037 | 20 |
14 | 35 | 12.73148 | 15 |
14.5 | 32.5 | 9.259259 | 10 |
15 | 30 | 6.944444 | 5 |
15.5 | 27.5 | 4.62963 | 2.5 |
16 | 25 | 3.240741 | 0 |
16.5 | 22.5 | 1.851852 | 0 |
17 | 20 | 1.157407 | 0 |
17.5 | 17.5 | 0.462963 | |
18 | 15 | | |
18.5 | 12.5 | | |
19 | 10 | | |
19.5 | 7.5 | | |
20 | 5 | | |
NOTE: I did some fast and dirty extrapolation for the 3d6 curve for the .5 values by averaging the preceding and following values. This is because there isn't a probability for rolling, say, 6.5 on 3d6 but it's a pain to get Excel to graph data where values are missing.
Note that in the latter case, the curves cross at 10.5, not at 11. This is due to the fact that by altering our DCs, tasks that previously had DC 11+modifier are no longer 50% success rate tasks; they've gotten a little more difficult, whereas the 50% success rate now sits between old DC 10+modifier (still DC 10+modifier) and DC 11+modifier (now DC 12+modifier). Introducing the confirmation mechanic on the 3d6 roll does the same thing: you no longer necessarily succeed on a DC 11+modifier task if you roll a natural 11; you only have a 50% chance.
Sigh. That makes things easier -- you need a 10.5 to succeed 50% of the time instead of a larger value, 11. This actually increases the likelihood of success by a small amount. That is, if what you've done was remotely correct at all. I point this out because you've not only managed to do horrible things to math, but you've failed to even apply a correct interpretation to the horrible things you've done as if they were okay.
Look, no matter what you do to target numbers, the CPDF of a d20 doesn't change. If you don't get a straight line from 100% to 5% from 1 to 20 with a slope of exactly -1, you've done something horribly wrong.