DND_Reborn
The High Aldwin
Just to throw this out there, my favorite method (but I know will never catch on) is 4d6-4 for a range of 0-20 and avg. 10. 

I must have missed if anyone said 3d6 isn't more predictable...I don't have much to add because I'm missing the point on why a bell curve isn't more predictable.
The distribution of 3d6 is shaped a bit like a Bell Curve.Which the Bell Curve has... That is the point.
Adding up multiple numbers every roll is harder than doubling stuff once. It slows the game down.Now, you could use a d20, and have all the big numbers you're talking about, and have approximately the same probabilities, but that seems like a lot more work IMO than just using the 3d6 and adding them up (a simple enough task for most gamers anyway... I do know a few who struggle.![]()
).
I'm not griping?...uh... huh.
So... is your gripe that people like rolling 3d6+Mods rather than 1d10+Mods+5 -5DC/AC/Otherfunctionstoshoehorninthisalternatemethod?
There isn't many hoops? Just lower DCs (including AC) by 5, and replace d20 with d10. You are now done.Like it's fairly obvious you could jump through a series of hoops to create a 1d10+5 system if you REALLY WANTED TO. But the only reason I see to do it is that you just -really hate- rolling 3 dice instead of 1 dice. Is that really all there is, here?
Again, the fact the distribution is curved has nothing to do with the game properties that come out of it.The Bell Curve is a nice easy to communicate concept that makes 3d6 work better to show off character skill investment over randomization. That's it. That's all. There's no need to go into even more complicated systems to try and get the same result.
Maybe you are ascribing to me an agenda I don't have?I'm very confused, right now.
While the normal distribution is A bell curve, it is not THE bell curve. There are other distributions which are also bell curves. But is a common mistake--thinking THE bell curve is the normal distribution. The normal distribution is a bell curve, of course...The distribution of 3d6 is shaped a bit like a Bell Curve.
The fact it is shaped somewhat like a Bell Curve is irrelevant to the use people are putting it to. Almost all of the impact is from the variance, not the fact it is Bell Curve shaped.
It is very relevant when compared to the d20, as my two examples show. So, yet again (since you don't seem to want to comment on them):The Bell Curve -- the normal distribution -- has whatever variance you feel like. 3d6 is shaped more like the normal distribution -- like a Bell Curve -- but that fact is not relevant to the actual impact on the actual game resolution.
I would say 70 vs 90% and 30 vs 9.26% are relevant and impactful. YMMV, of course.For example, suppose you need a 7 or better to succeed (attack, ability check, or save). With a d20, you have 70% of 7 or better, with 3d6 you have over 90% chance to succeed.
Flipping the script, if you need a 15, your chances are 30% (d20) and just 9.26% (3d6).
But you are adjusting pretty much every random aspect related to d20 rolls--which in 5E is A LOT.Adding up multiple numbers every roll is harder than doubling stuff once. It slows the game down.
But I'm not stopping anyone from doing it.
1d20 system: 5% chance of any value coming out.I'm not griping?
I'm pointing out that people seem to attribute properties to the "curvyness" of the 3d6 distribution.
There isn't many hoops? Just lower DCs (including AC) by 5, and replace d20 with d10. You are now done.
You are rolling 1d10 instead of 3d6. If you really want to, you can tweak the nat 1/nat 10 rules however you want.\
That isn't the Bell Curve that does it.
It is just the lower variance.
1d10 has a variance of 99/12. So replace 1d20 with (1d10+5) and you get basically the same game as 3d6.
Or, lower all DCs by 5. Unarmored is 5 AC, spell saves DCs are 3+blah, etc.
And roll 1d10 instead of 1d20 for your checks.
No curve in 1d10. Almost the same probabilities as rolling 3d6 vs default DCs.
Between 7 and 14? Subtract 5! Between 2 and 9. Guess what the chance of a d10 between 2 and 9 is? 80%.
Guess what the chance of 3d6 between 7 and 14? About 80%.
Not a coincidence.
But people build systems using 3d6 and not for 5+1d10 and talk about the bell curve, I suppose because they think it matters.
For 1d10, you'd probably want a crit failure system for 1s and 10s that isn't auto-success/failure. Almost anything would do, up to and including "flip a coin; heads, you auto-succeed on 10 or auto-fail on 1".
You realize that you are now arguing with a point made over two years ago?
Again, many posts about the effect of takng the CDF and dividing by the variance.1d20 system: 5% chance of any value coming out.
1d10 system: 10% chance of any value coming out.
3d6 system: Heavily weighted toward the values closer to the middle coming out, significantly lower chance of extremes.
Yes, I know the shape.If you want values near the middle to come out, use the 3d6 system. The Bell Curve is a real mathematical thing and creates an intentionally weighted center.
That is the red paint.The Red Porsche doesn't go faster. But you roll 10 more often in a 3d6 system than a 1d20 system. AND THAT IS THE POINT. (12.5% is bigger than 5%, obviously)
except it plays the same.The 1d10+5 system is nifty? But you still wind up with an absolutely even distribution of possible rolled values between 6 and 15, so it doesn't ACTUALLY help with the core design goal of the 3d6 system making things weight to 10 rather than a perfectly even distribution.
... yes it does?Even if it has an "80% chance of rolling between 7 and 14" it doesn't actually -mean- the same thing as 7-14 in a 3d6 system.
My entire point is that the impact of the bell curve of 3d6 is red paint. If you graph P(3d6>=K) (probability you get a K or higher in 3d6) 90%+ of the graph is only slightly off a stait line. In the range K from 6 to 15, P(3d6>=K) is within a few percent of (K-5)*10%.
I didn't know it was as close as it is until I tried it. And it really is close.