D&D 5E Surprisingly, nothing breaks when switching D&D to 2d10 instead of d20

DEFCON 1

Legend
Supporter
I would argue that seriously reducing σ is breaking the game. The game was designed around the σ it has, reducing it is by definition breaking that design conceit. Now, that may be a desirable thing for you, in which case, awesome! I’m glad you found a way to achieve that without significant undesirable side-effects. But I don’t think it’s accurate to say nothing breaks. You’re literally breaking some of the most fundamental underlying assumptions of the game’s math. But if that improves the game experience for you, have fun!
I would suggest they are bending the math. not breaking it.

Can you actually run the game almost completely as-is using 2d10 rather than 1d20? Yup. Some special rules might need to be edited, and any mathematical proportions will be slightly different... but the game itself doesn't stop working. So I wouldn't say it was broken by any means. Different? Yes. Requiring more work to figure out the highs and lows and averages for encounter building and the like? Yes. Unable to be played as a game? Nope. It can play just the same more or less.
 

log in or register to remove this ad

loverdrive

Prophet of the profane (She/Her)
Just to clarify: my definition of "nothing breaks" isn't "nothing changes" (at which case, what's even the point?), it's "the game still works without tons of ad-hoc patches". So, something like reintroducing THAC0 or d6 skill checks or active defenses I'm using in my separate hack would count as breaking changes in my book, but 2d10 remains compatible with all the content that exists for 5e without any additional rewriting, with two (at least, to my knowledge) exception: aforementioned halflings' luck and critical misses.

And, again, this wasn't a serious design work, it was just a little fun thing we've tried as a joke, which, to my surprise, worked reasonably well.
 

Charlaquin

Goblin Queen (She/Her/Hers)
I would suggest they are bending the math. not breaking it.

Can you actually run the game almost completely as-is using 2d10 rather than 1d20? Yup. Some special rules might need to be edited, and any mathematical proportions will be slightly different... but the game itself doesn't stop working. So I wouldn't say it was broken by any means. Different? Yes. Requiring more work to figure out the highs and lows and averages for encounter building and the like? Yes. Unable to be played as a game? Nope. It can play just the same more or less.
Sure, that makes sense, especially in light of @loverdrive ’s clarification of what they meant by “break.”
 

Crit

Explorer
Since I've started using fixed DC (10- fail, 11-17 partial success, 18+ full success), I was playing around with various ways to shift the numbers to generate more partial successes on average, while still allowing +0 characters to achieve full success. The most radical solution I had in my list was to switch to 2d10, which I recently tested, just as a joke.

But, to my surprise, it worked. Like, worked very well. It breaks nothing, while seriously reducing σ. The only bug I've encountered is that automatic misses just never happen, but I'm honestly fine with that.


I guess it's not something I'll be more than experimenting (it'd be hard to explain people why in the nine hells am I using 2d10 instead of d20), but that's still some food for thoughts.
I'm interested, but what will I do with my D20's!?
 


Rhenny

Adventurer
Bless, Guidance, Etc. become super attractive with 2d10.

Advantage becomes less of an advantage, unless you just add +3/+5 or something rather than rolling 2d10 twice.

I like the idea that bonuses are worth more so when you gain that +1 proficiency bonus or your attribute bonus goes up, it makes a bigger impact.
 


TiwazTyrsfist

Adventurer
So Green Ronin has this lovely thing called the AGE system that uses 3d6 instead of d20, and they've already done all the math and playtested it so, while I'm sure you don't want to switch the game entirely, you could life a lot of the system from there instead of having to reinvent the wheel.
 

HomegrownHydra

Adventurer
Just to clarify: my definition of "nothing breaks" isn't "nothing changes" (at which case, what's even the point?), it's "the game still works without tons of ad-hoc patches". So, something like reintroducing THAC0 or d6 skill checks or active defenses I'm using in my separate hack would count as breaking changes in my book, but 2d10 remains compatible with all the content that exists for 5e without any additional rewriting, with two (at least, to my knowledge) exception: aforementioned halflings' luck and critical misses.

And, again, this wasn't a serious design work, it was just a little fun thing we've tried as a joke, which, to my surprise, worked reasonably well.
What's a critical miss?
 

jhingelshod

Explorer
So Green Ronin has this lovely thing called the AGE system that uses 3d6 instead of d20, and they've already done all the math and playtested it so, while I'm sure you don't want to switch the game entirely, you could life a lot of the system from there instead of having to reinvent the wheel.
I'm a fan of the AGE system, but I'd dispute your claim that they've done all the Maths. A common criticism of the game is the relative ease of hitting (and being hit), especially at higher levels. I'm playing around with house rules to help defence to scale better with attack bonuses.
 

Remove ads

Top