Homebrew 2d10 vs 1d20


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Bell curves are more for gritty style play IMO. That's also why I suggested open-ended on doubles (you get an additional d10) and you add Degrees of Success.
nah, landing more on averages is not gritty, its everday. Its boring. Its good for an office simulation, not for any TTRPG. My opinion of course, nothing factual about that, although it feels very factual to me.

Gritty is in most cases just more difficult and more resource focuses (from a mechanics perspective, there is of course a lot happen on the narrative side in gritty games), no need for boring bell curves and normalized statistics to bring down the excitement.
 

nah, landing more on averages is not gritty, its everday. Its boring. Its good for an office simulation, not for any TTRPG. My opinion of course, nothing factual about that, although it feels very factual to me.

Gritty is in most cases just more difficult and more resource focuses (from a mechanics perspective, there is of course a lot happen on the narrative side in gritty games), no need for boring bell curves and normalized statistics to bring down the excitement.

Considering modern D&D rates of success being north of 70%, is there really all that much variation? Especially when adding Advantage?

I'm not sure that stock 5% of "it could be anything" actually matters in the real application.
 

Considering modern D&D rates of success being north of 70%, is there really all that much variation? Especially when adding Advantage?

I'm not sure that stock 5% of "it could be anything" actually matters in the real application.
I dont care about success rate, I can control rate of success via setting the DC. I care about boring dice result. Bell curve results are just one step closer to be done with rolling and take 10.

Again might be working with systems that have their complete resolution mechanic base around that, but putting it in D&D without further adjustments ruin the fun for me.

If I want normalized results, I log my daily life. Heroes in a fantasy world should not live on a bell curve.
 

I dont care about success rate, I can control rate of success via setting the DC. I care about boring dice result. Bell curve results are just one step closer to be done with rolling and take 10.

Again might be working with systems that have their complete resolution mechanic base around that, but putting it in D&D without further adjustments ruin the fun for me.

If I want normalized results, I log my daily life. Heroes in a fantasy world should not live on a bell curve.

Fair enough.
 

I dont care about success rate, I can control rate of success via setting the DC. I care about boring dice result. Bell curve results are just one step closer to be done with rolling and take 10.

Again might be working with systems that have their complete resolution mechanic base around that, but putting it in D&D without further adjustments ruin the fun for me.

If I want normalized results, I log my daily life. Heroes in a fantasy world should not live on a bell curve.

While I somewhat agree with your second sentence, I'd argue heroes in a fantasy world should be able to expect some consistency and a D20 usually isn't doing that. That bell curve doesn't just prevent your from reaching outside your capabilities, it also makes it a lot less likely you'll look like an idiot, and I'll take that as a trade off any day.

(That said, you usually can't just turn a D20 into 2D10 or 3D6 without forethought without getting unexpected and probably undesirable consequences. Even the 3D20=take-the-middle which is less prone to that has problems without a system designed for it).
 

Oh, d20, how do I love thee,
Pointy dodecahedron of possibility!
Thou art pure, with thine 5% increments,
All other dice are but excrements.
You fill my heart when you roll a crit,
You crush my soul when you roll right sh*t.
 

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