Let's Talk About Core Game Mechanics

Players' ability to intuitively judge probability, at least roughly, is definitely important for player agency. And I agree that linear distributions make that easier.

I can't remember what game it was off the top of my head, but I swear I saw a character sheet with the dice pool probabilities printed in a little chart for reference.

There are versions of Hero sheets where I've seen that.
 

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Well, I'm on record as saying I don't think this ever serves a particularly good purpose. In particular, of you're just substituting a single linear die with a different one, you could get close enough to the same probability other ways. (There can be a coherent argument made for reserving a multi-die system for some functions and not others, but I'm not convinced its worth it).
One benefit is that it is easy to replace or remove isolated subsystems, without upsetting the whole system balance. Found a better secret door system in the depth of GM Binder? Great! Use it.
 

One benefit is that it is easy to replace or remove isolated subsystems, without upsetting the whole system balance. Found a better secret door system in the depth of GM Binder? Great! Use it.

Yeah, but the trade-off is that it complicates implimentation of other elements of the system crossing over. The old OD&D system using D6's for various purposes was sort-of okay because OD&D had nothing otherwise resembling a skill system when it started. Once you started thinking about one, however, it was in the way of figuring out a good way to implement one; you virtually had to throw it out to do so. If it had been a D20 system with some vague resemblance to the other D20 functions in the game (say, saving throws) it would have been easier to integrate those in.
 

Yeah, but the trade-off is that it complicates implimentation of other elements of the system crossing over. The old OD&D system using D6's for various purposes was sort-of okay because OD&D had nothing otherwise resembling a skill system when it started. Once you started thinking about one, however, it was in the way of figuring out a good way to implement one; you virtually had to throw it out to do so. If it had been a D20 system with some vague resemblance to the other D20 functions in the game (say, saving throws) it would have been easier to integrate those in.
I'm just saying that integration might not be desirable beyond making it easy for folks to learn/remember. There is certainly value in a strong core mechanic that includes most aspects of play, but that's different than it being necessary.
 

I'm just saying that integration might not be desirable beyond making it easy for folks to learn/remember. There is certainly value in a strong core mechanic that includes most aspects of play, but that's different than it being necessary.
For most gamers, and I include most GMs here (those who don’t post in online forums and/or watch YouTube videos about game design), a core mechanic is much easier to wrap your head around.

Want to attempt something that has a chance of failure? Roll this.

It boggles me it took until 3e for people to figure out that the d20 was a core mechanic worth using.

Separately, I’ve always been fascinated by the statistical coincidence that 1d20 and 3d6 have the same mean. That’s a pretty cool piece of symmetry. And it presents an easy fix for anyone who thinks d20s are “too swingy” - just swap in 3d6.
 

For most gamers, and I include most GMs here (those who don’t post in online forums and/or watch YouTube videos about game design), a core mechanic is much easier to wrap your head around.

Want to attempt something that has a chance of failure? Roll this.

It boggles me it took until 3e for people to figure out that the d20 was a core mechanic worth using.

Separately, I’ve always been fascinated by the statistical coincidence that 1d20 and 3d6 have the same mean. That’s a pretty cool piece of symmetry. And it presents an easy fix for anyone who thinks d20s are “too swingy” - just swap in 3d6.
The d20 has the advantage of fairly regular "crits." That's just generally makes the game more exciting.
 



The d20 has the advantage of fairly regular "crits." That's just generally makes the game more exciting.

If you are rolling Nd6 and comparing the total to a DC and every 6 is a 'crit' then as you go up in skill you get more crits. ("Crit" may need to be defined as something other than doubling, but you get the idea.)
 


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