For a specific roll with a declared difficulty, you can calculate the odds, but that's not what I meant by predictable. My analysis is focused on the roll result you can achive and the variance of this result, DC comes later.
Let's consider a long jump Olympic athlete. This guy knows in advance how long he'll jump,, with a small error margin, because he's being training this for months/years. This is low variance. In D&D if how long this guy will jump is a roll result, for sure a flat roll like 1d20 is the worst mechanic you can model to this situation and a bell shaped curve is better.
"In D&D" is far more important to the point you're making than "1d20".
It's not the use of the 1d20 that creates the problem you're pointing it, it's
the entire system, of which the d20 is just one part.
If I'm using 1d4 (flat) for my long jump check, I know my result will lie within a range of 4 units. If I'm using a 3d6 (bell curve), with the same value for the units, the distance I will jump suddenly includes results over a vastly wider range.
I recommend 2 readings on this matter:
- Torben's article on dice mechanics:
This is far too much to read, but at a brief skim I didn't see anything in it that's suggests it's going to disagree with my point. If you would like to point out exactly where it does so, I'll be happy to read closer.
- A Treatise on Different Dice-rolling Mechanics in RPGs:
rpg-design.wikidot.com
This person clearly recognises that you need to analyse
systems, not just the dice in isolation, which is exactly the point I'm trying to make.
Using 3d6 doesn't magically give you a better or more realistic range of options. The effect that 3d6 roll has in your game depends entirely on the system built around it.
Using 1d20 doesn't magically give you inferior or a less realistic range of options. The effect that the 1d20 roll has in your game depends entirely on the system built around it.
There are many people out there who think dice probability begins and ends with statements like "using 3d6 for skills is more realistic" or "one benefit of choosing 3d6 for your resolution mechanic is that players have more control over outcomes", and this is what I'm fighting against. You can't assess a
system, or make meaningful statements about that
system, or give advice on how a
system will work, based on the
dice alone -- the system needs to be taken and assessed as a whole.
Edit: And, for the record, using 3d6 seems like a much saner starting point than 1d4 if you're trying to design a system for long jumping. My point is that choosing 3d6 isn't going to make your system automatically handle long jumps better than a well put together system that uses 1d20. You are still going to have to care about outputting realistic results and put in work and effort into the entire system, and maybe even make compromises elsewhere, to get that long jump system humming.