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2d10 for Skill Checks
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<blockquote data-quote="DEFCON 1" data-source="post: 7582440" data-attributes="member: 7006"><p>I decided not to do with with attack rolls for the simple reason that every single character at both tables have their primary ability score modifier for attacks either starting at a +2 or a +3, and all of them apply their proficiency bonus (because PCs just don't make attacks with things they aren't proficient in, unless its a particular story point I've put them under.) So with <em>everyone</em> making their attacks at like a +4 or +5 (and only a little different in some extreme cases), there is much less need for modifiers to have more of an impact. With skills, people can be rolling checks with modifiers ranging from like -1 to +7... that's an 8 point swing. With a "pyramid" die roll range, those 8 points have a much wider effect on checks than attack rolls that might only have 1 or 2 points of modifier difference.</p><p></p><p>Thus the need for a "pyramid" die range for attack rolls I felt was unnecessary. And to be honest... combat has so many crazy parts to it (with features, spells and the like) and so many more bonuses and penalties of varying die sizes handed out from different classes... I was less certain of how any balance might work out if I tried combat as 2d10. Especially considering that each additional die added to an attack roll (from say like the BM Precision Attack or Bardic Inspiration etc.) has much more of an impact in a 2d10 system. It ended up feeling more trouble than it was worth. And for saving throws? Pretty much the same thing... the d20 for saves never bothered me like they did for skills. So again, I decided to hold off on them.</p><p></p><p>I will say though, that I have had to make a couple adjustments for when attack rolls get defended against by skill checks (grappling situations with monsters being one of them), and for those I usually default back to the d20. I never want to have situations where there is a d20 vs 2d10 roll comparison.</p><p></p><p>As far as why I have advantage be 'roll 3 take highest 2' rather than just roll 2d10 twice? Mainly to just save time. The player can roll all 3 dice at once and choose what they need, rather than pick up and roll both dice two times, needing to add both pairs and compare. It's not a huge thing, but we like it.</p><p></p><p>Finally... rolling d8 + d12 was also a thought I had at one point as a possibility as well... but due to the fact that I've played a lot of 7th Sea and really enjoyed their multiple d10s dice mechanics *and* that I wanted advantage/disadvantage to be 'roll 3 keep 2' (which you really can't do with two different dice sizes)... I ended up being okay with the pyramid spread, rather than the center plateau.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7582440, member: 7006"] I decided not to do with with attack rolls for the simple reason that every single character at both tables have their primary ability score modifier for attacks either starting at a +2 or a +3, and all of them apply their proficiency bonus (because PCs just don't make attacks with things they aren't proficient in, unless its a particular story point I've put them under.) So with [I]everyone[/I] making their attacks at like a +4 or +5 (and only a little different in some extreme cases), there is much less need for modifiers to have more of an impact. With skills, people can be rolling checks with modifiers ranging from like -1 to +7... that's an 8 point swing. With a "pyramid" die roll range, those 8 points have a much wider effect on checks than attack rolls that might only have 1 or 2 points of modifier difference. Thus the need for a "pyramid" die range for attack rolls I felt was unnecessary. And to be honest... combat has so many crazy parts to it (with features, spells and the like) and so many more bonuses and penalties of varying die sizes handed out from different classes... I was less certain of how any balance might work out if I tried combat as 2d10. Especially considering that each additional die added to an attack roll (from say like the BM Precision Attack or Bardic Inspiration etc.) has much more of an impact in a 2d10 system. It ended up feeling more trouble than it was worth. And for saving throws? Pretty much the same thing... the d20 for saves never bothered me like they did for skills. So again, I decided to hold off on them. I will say though, that I have had to make a couple adjustments for when attack rolls get defended against by skill checks (grappling situations with monsters being one of them), and for those I usually default back to the d20. I never want to have situations where there is a d20 vs 2d10 roll comparison. As far as why I have advantage be 'roll 3 take highest 2' rather than just roll 2d10 twice? Mainly to just save time. The player can roll all 3 dice at once and choose what they need, rather than pick up and roll both dice two times, needing to add both pairs and compare. It's not a huge thing, but we like it. Finally... rolling d8 + d12 was also a thought I had at one point as a possibility as well... but due to the fact that I've played a lot of 7th Sea and really enjoyed their multiple d10s dice mechanics *and* that I wanted advantage/disadvantage to be 'roll 3 keep 2' (which you really can't do with two different dice sizes)... I ended up being okay with the pyramid spread, rather than the center plateau. [/QUOTE]
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