Not sure about the 14+ qualifier, but overall the chance of rolling doubles or triples on 3d6 are close to 50%.Um....ok. What do you think the odds are of rolling doubles (but not triples) if you need 14+?
Not sure about the 14+ qualifier, but overall the chance of rolling doubles or triples on 3d6 are close to 50%.Um....ok. What do you think the odds are of rolling doubles (but not triples) if you need 14+?
Not sure about the 14+ qualifier, but overall the chance of rolling doubles or triples on 3d6 are close to 50%.
I’m not questioning your math, but the difference is that on a d20, the chance for a crit remains 5% whatever the target number is.Um....ok. What do you think the odds are of rolling doubles (but not triples) if you need 14+? I think there are exactly 21 different ways, out of 216 (6^3) total ways to roll 3 dice:
6 6 2
6 2 6
2 6 6
6 6 3
6 3 6
3 6 6
6 6 4
6 4 6
4 6 6
6 6 5
6 5 6
5 6 6
5 5 4
5 4 5
4 5 5
5 5 6
5 6 5
6 5 5
4 4 6
4 6 4
6 4 4
EDIT: Note that I'm calculating the the chance to crit equivalent to saying that in D&D you have a 5% chance to crit. That is, not your chance to crit if you hit, but your chance to crit before you even roll the dice. The chance to crit assuming you hit is much higher.
Dammit, Jim, I'm an engineer, not a statistician!I’m not questioning your math, but the difference is that on a d20, the chance for a crit remains 5% whatever the target number is.
By contrast, the chance for doubles on 3d6 is ~7.4%/number. The chance of getting double 4s, 5s, or 6s is about 22%.
Let’s say a character has a total check bonus of +5, so any of those rolls is 14+. A double 3 will give 9+ 2/3 of the time (~5%). Double 2s will yield 9+ 1/3 of the time (~2.5%). That means the chance of critting if your dice roll needs to be a 9+ is ~30%.
That’s the THING with dice pools: they make bonuses matter a LOT.
It’s worth noting that the chances of rolling 16+ on the dice is 4.63% - around the same chance as a Nat 20.
There’s a much easier solution if you want to make crits more common on 3d6: 16+ is a “critical hit.”
If that’s too frequent, you can make it 17+ (~2%) or even 18 (~0.5%).
Not sure about the 14+ qualifier, but overall the chance of rolling doubles or triples on 3d6 are close to 50%.
I’m not questioning your math, but the difference is that on a d20, the chance for a crit remains 5% whatever the target number is.
By contrast, the chance for doubles on 3d6 is ~7.4%/number. The chance of getting double 4s, 5s, or 6s is about 22%.
Let’s say a character has a total check bonus of +5, so any of those rolls is 14+. A double 3 will give 9+ 2/3 of the time (~5%). Double 2s will yield 9+ 1/3 of the time (~2.5%). That means the chance of critting if your dice roll needs to be a 9+ is ~30%.
That’s the THING with dice pools: they make bonuses matter a LOT.
It’s worth noting that the chances of rolling 16+ on the dice is 4.63% - around the same chance as a Nat 20.
There’s a much easier solution if you want to make crits more common on 3d6: 16+ is a “critical hit.”
If that’s too frequent, you can make it 17+ (~2%) or even 18 (~0.5%).
Chance of 3 values matching: 6/216: (2.8%)
This isn't really about the difference between a dice pool and a linear die. This is about the difference between a crit only being rolls at the top of the result range (only a 20 on a d20, or only a 16+ on a 3d6), and thus all crits will be hits, versus having crit results scattered through the result range, and thus making a crit be a combination of "correct roll result" plus "the roll was high enough to meet the target number.I’m not questioning your math, but the difference is that on a d20, the chance for a crit remains 5% whatever the target number is.
By contrast, the chance for doubles on 3d6 is ~7.4%/number. The chance of getting double 4s, 5s, or 6s is about 22%.
Let’s say a character has a total check bonus of +5, so any of those rolls is 14+. A double 3 will give 9+ 2/3 of the time (~5%). Double 2s will yield 9+ 1/3 of the time (~2.5%). That means the chance of critting if your dice roll needs to be a 9+ is ~30%.
That’s the THING with dice pools: they make bonuses matter a LOT.
It’s worth noting that the chances of rolling 16+ on the dice is 4.63% - around the same chance as a Nat 20.
There’s a much easier solution if you want to make crits more common on 3d6: 16+ is a “critical hit.”
If that’s too frequent, you can make it 17+ (~2%) or even 18 (~0.5%).
The games I play in are biased in favour of the players at the table (as I think they should be), but sometimes I have played with players who, when facing a choice between accepting a unrolled small failure with humiliating outcome (e.g. they miscalculated their PC's capacity, and now should abandon their current strategy / tactic, withdraw, regroup, and improve the PC), they count on the possibility of a crit, combined with the reluctance to give them a greater failure (e.g. roll a new PC), to carry their PC through.That's interesting. How have you seen that manifest?