franz101
Villager
After recalculating the numbers, I believe the common explanation "d20 is swingy because uniform distribution vs. bell curve in dice pools" misses the real core difference. The bell curve and variance per roll are largely irrelevant here.The key lies in two other mechanisms:
The feeling that Blades is "less swingy" or "more reliable" doesn't primarily come from bell curves, lower variance, or better edge probabilities.
It comes from the combination of
(a) chunky, non-linear competence jumps (switching fixed templates)
and
(b) active, mechanical minimization of catastrophic failure through rightward shifting of outcome labels.This seems to be the deeper design difference that actually explains the player experience – not the shape of the probability distribution on a single roll.What do you think? Am I missing something important here?
- Granularity of progression / how difficulty & competence are modeledIn d20 systems like PF2e the probability curve of a single roll stays exactly the same shape (shifted uniform).
When your character gets better (+1 bonus) or the task gets easier (-1 DC), the entire curve shifts linearly by 5 %. Every improvement is fine-grained and perfectly incremental.In dice-pool systems like Blades in the Dark each fixed number of dice (1d6, 2d6, 3d6, 4d6) produces its own completely distinct, fixed probability distribution ("template").
This template cannot be shifted.
To make a roll easier or harder you switch to a different template (more or fewer dice).
That means improvements happen in large, non-linear jumps (e.g. going from 2d6 to 3d6 halves failure chance from 25 % to 12.5 %, while partial success stays almost the same).Edge probabilities (worst & best outcome) for Blades (highest die decides):- 1d6: 50 % Failure / 16.67 % Success / 0 % Critical
- 2d6: 25 % Failure / 27.78 % Success / 2.78 % Critical
- 3d6: 12.5 % Failure / 34.72 % Success / 7.41 % Critical
- 4d6: 6.25 % Failure / 38.58 % Success / 13.19 % Critical
This suggests d20 is not inherently swingier than dice pools when looking at extreme outcomes. The bell curve / variance explanation therefore doesn't hold up as the primary reason. - Rightward shift of outcome labels (Position & Effect)In Blades, Position (Controlled / Risky / Desperate) and Effect level systematically shift the meaning of the dice results to the right:
- What would normally be a failure becomes a partial success
- Partial success becomes full success
- Full success becomes a critical
The game stops being about "do you succeed or fail?" and becomes almost exclusively "how well do you succeed?"In contrast, in most d20 scenarios a miss/failure stays in the 40–50 % range – there is no comparable systemic mechanism that eliminates hard failures on that scale.
The feeling that Blades is "less swingy" or "more reliable" doesn't primarily come from bell curves, lower variance, or better edge probabilities.
It comes from the combination of
(a) chunky, non-linear competence jumps (switching fixed templates)
and
(b) active, mechanical minimization of catastrophic failure through rightward shifting of outcome labels.This seems to be the deeper design difference that actually explains the player experience – not the shape of the probability distribution on a single roll.What do you think? Am I missing something important here?






