Why Blades in the Dark feels less swingy than d20 – and why the bell curve (and variance) aren't the main reason

I would add that the additional weight Blades tends to put on single given rolls can make the game seem more swingy than D&D, especially given the much-reduced options for the GM to moderate results.

I mean, my experience of Blades is persistently stepping on rakes, as we both know. :LOL:

I suddenly feel the urge to play an RPG called "Stepping on Rakes".
 

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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:
  1. 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
    At 3–4d6 the edges (extreme failure and critical success) are already in the 6–13 % range – very similar to typical PF2e crit fail / crit success chances (~5 % each).
    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.
  2. 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
    As a result, true hard failure (scene-stopping catastrophe with no progress) shrinks to ~5–10 % or less (often even lower in good position).
    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.
Summary:
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?
My experience with BitD is that a lot of scenes and series of actions rely on one single roll.

Roll per roll, D&D is more binary and swingy, but the high number of rolls averages it quite flatly. In BitD, the whole scene can go one way or another on the whim of that one roll, making the system quite swingy IMO.

I assume things get more predictable as your characters gain experience and your rolls get better, and there’s probably an optimal way of GMing the game that we never mastered, but based on my experience, BitD is a pretty swingy system all and all.
 

Blades in the Dark capably and amply serves my needs in this area.
I was going to make a joke that Harper could have just called it Rakes in the Dark, but light sources seem to have little to no influence on our ability to step on them. (That could also be a great title for a game about 17th century noblemen trying to avoid being caught with their mistresses in flagrante delicto. It could have a supplement called All Cats are Grey for entanglements with wealthy widows and inheritance law. Granted, we're talking a niche audience here, but...)
 

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
My joke about my bad luck notwithstanding, thinking about it more, I'm not sure that I agree with this if I'm reading it correctly. I tend to view the reading of position and effect as being entirely about consequences. How much am I willing to risk so my little dude can get what he wants? How aggressive does he want to be, based on his skill set? Is now the time to take a big swing? A 1-3 on a roll with Controlled/Limited is still going to be a failure -- my little dude won't get what he wants, and there'll be consequences. They just won't be catastrophic. And it won't be a partial success -- the situation will change somehow and need to be reassessed and addressed.
 


A 1-3 on a roll with Controlled/Limited is still going to be a failure -- my little dude won't get what he wants, and there'll be consequences

This is why we kill off the terrible decision that was the idea of Controlled in favor of “pay a cost and move on” :P.

RISK OR NOTHING BABY

(Man I’m jonsing to run some ‘68, I hated the whole “everything is gloomy and dark and there’s no sun” crap of base BITD so much)
 

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:
A d20 is absolutely more swingy than 3d6 (where swingy means the outcome is harder to predict). However, one of my huge pet peeves is the claim that if a game uses dice that produce bell curves, the game is less swingy/more predictable than one that doesn't.

What range or distribution your dice provide, on their own, tells you nothing about how swingy a game is -- because, in any game, you are not just rolling some dice in isolation, you are typically applying modifiers and consulting mechanics to determine what the output means. Swinginess is determined by the combination of all those factors.

A system where you roll an unmodified d20 looking for 11+, one where you roll an unmodified 3d6 looking for 11+ and one where you flip a coin are equally swingy. They all give a 50% chance of success.

A system where you roll an d20 looking for 6+, with modifiers to the roll ranging from -2 to +4 is far less swingy than either of the two examples above, as the default success chance is a much more reliable 75% and, once the modifiers are factored in, varies from 65% to 95%.
 

A d20 is absolutely more swingy than 3d6 (where swingy means the outcome is harder to predict). However, one of my huge pet peeves is the claim that if a game uses dice that produce bell curves, the game is less swingy/more predictable than one that doesn't.

What range or distribution your dice provide, on their own, tells you nothing about how swingy a game is -- because, in any game, you are not just rolling some dice in isolation, you are typically applying modifiers and consulting mechanics to determine what the output means. Swinginess is determined by the combination of all those factors.

A system where you roll an unmodified d20 looking for 11+, one where you roll an unmodified 3d6 looking for 11+ and one where you flip a coin are equally swingy. They all give a 50% chance of success.

A system where you roll an d20 looking for 6+, with modifiers to the roll ranging from -2 to +4 is far less swingy than either of the two examples above, as the default success chance is a much more reliable 75% and, once the modifiers are factored in, varies from 65% to 95%.
I 100% agree with this. Also, the consequences matter more in my opinion. If each roll is life or death, it will feel more swingy than a roll that whittles down a few hit points.
 

There’s something fascinating about rolling 5d6 and getting nothing above a 3. This lovely little graphic table suggests that’s a 3% chance, so boy did my player feel that. Turned out the dice really wanted that complication to happen.
I have all the rolls I've made in my game written down. I should crunch the numbers sometime. I mean, 3% seems really low for no die over 3 on 5d6. I feel like it should be closer to, oh, say 75-80%.

This is why we kill off the terrible decision that was the idea of Controlled in favor of “pay a cost and move on” :P.

RISK OR NOTHING BABY

(Man I’m jonsing to run some ‘68, I hated the whole “everything is gloomy and dark and there’s no sun” crap of base BITD so much)
We usually trade out of Controlled position for better Effect, but I really don't have a problem with Controlled as long as the situation changes noticeably on failure. If the result of failure is nothing happens, why bother rolling? It's not the most interesting Position, but it's okay here and there. (I don't mind the default setting for BitD, but Blades '68 for look like it could be a lot of fun. Scratches a different itch for me.)
 
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