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1d10 instead of 1d20
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<blockquote data-quote="Evenglare" data-source="post: 6017703" data-attributes="member: 63245"><p>I found my picture that shows you all the distributions. It should be uploaded. Anyway back to your d10 idea. I have always been a fan of remodeling distributions and using different dice to achieve a different flavor (for lack of a better word) to your game. Now for OGL stuff , since everything is based on a 1-20 roll so just off the top of my head if you wanted to use a d10 there are a few things you could possibly do to make the game work for you. </p><p></p><p>(Again this is without any real analysis , im just talking about what pops up in my head at this point) . </p><p></p><p>Since the average roll of a d20 is 10.5 and the average roll of a d10 is 5.5 I figure you can basically lower all the things based on d20 rolls by 5 or 6 depending on which way you want to round. So in essence instead of AC being 10 + X you would have to calculate 5+ X. All DC's should be reduced by 5 as well. There is something that you might want to look out for though when dealing with skills. Since the skill systems are based on a d20 that means one "skill point" raises your chance of succeeding by +1 , this changes though if you are using a d10 because each skill point will be roughly equivalent to a +2 bonus assuming you lower all DCs by 5 (If I'm thinking about this correctly, which again I may not be). </p><p></p><p>It seems like all of this may be more trouble than it's worth since you are trying to use a single d10 to reduce the math in your game. Of course you could make a handy table to keep track of what average DCs are for each level of play.</p><p></p><p>You MIGHT be able to use a single d10 if you dont monsters at your party that are much higher level than yours. In fact you may only be able to use monsters lower than your party so the die range of hitting an AC or something is within reach. You would still be faced with the problem of things like spells where you have to roll some sort of save ,because magic saves are usually based on caster level checks which may outpace your saves since the game is assuming you will roll a 10 (ish) instead of a 5(ish).</p><p></p><p>So yeah... it seems to be more of a headache than it's worth. But who knows, there's a good chance I may be completely wrong about all of that and it might work fine /shrug.</p></blockquote><p></p>
[QUOTE="Evenglare, post: 6017703, member: 63245"] I found my picture that shows you all the distributions. It should be uploaded. Anyway back to your d10 idea. I have always been a fan of remodeling distributions and using different dice to achieve a different flavor (for lack of a better word) to your game. Now for OGL stuff , since everything is based on a 1-20 roll so just off the top of my head if you wanted to use a d10 there are a few things you could possibly do to make the game work for you. (Again this is without any real analysis , im just talking about what pops up in my head at this point) . Since the average roll of a d20 is 10.5 and the average roll of a d10 is 5.5 I figure you can basically lower all the things based on d20 rolls by 5 or 6 depending on which way you want to round. So in essence instead of AC being 10 + X you would have to calculate 5+ X. All DC's should be reduced by 5 as well. There is something that you might want to look out for though when dealing with skills. Since the skill systems are based on a d20 that means one "skill point" raises your chance of succeeding by +1 , this changes though if you are using a d10 because each skill point will be roughly equivalent to a +2 bonus assuming you lower all DCs by 5 (If I'm thinking about this correctly, which again I may not be). It seems like all of this may be more trouble than it's worth since you are trying to use a single d10 to reduce the math in your game. Of course you could make a handy table to keep track of what average DCs are for each level of play. You MIGHT be able to use a single d10 if you dont monsters at your party that are much higher level than yours. In fact you may only be able to use monsters lower than your party so the die range of hitting an AC or something is within reach. You would still be faced with the problem of things like spells where you have to roll some sort of save ,because magic saves are usually based on caster level checks which may outpace your saves since the game is assuming you will roll a 10 (ish) instead of a 5(ish). So yeah... it seems to be more of a headache than it's worth. But who knows, there's a good chance I may be completely wrong about all of that and it might work fine /shrug. [/QUOTE]
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