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2d10 vs 1d20
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<blockquote data-quote="Xeviat" data-source="post: 9884316" data-attributes="member: 57494"><p>I've recently been reading up on older D&D and OSR, and systems there often use a 2d6 to determine things. The differences in weights compared to a flat roll, like a 1d12, for those rules makes bonuses and penalties feel different. So, while I'm not actually considering switching to 2d10 instead of 1d20, I wanted to discuss it and just ask what would happen if we did switch?</p><p></p><p>First, on a roll of 1d20, there is a 5% chance of rolling any given number. On a roll of 2d10, though, you get the following chances:</p><p></p><p>2: 1</p><p>3: 2</p><p>4: 3</p><p>5: 4</p><p>6: 5</p><p>7: 6</p><p>8: 7</p><p>9: 8</p><p>10: 9</p><p>11: 10</p><p>12: 9</p><p>13: 8</p><p>14: 7</p><p>15: 6</p><p>16: 5</p><p>17: 4</p><p>18: 3</p><p>19: 2</p><p>20: 1</p><p></p><p>1d20 has an average of 10.5, while 2d10 has an average of 11. But, 11 is also the mode of 2d10, so most rolls will be 11 or higher. This means if we assumed a baseline of +0 against a DC 10 (or +5 vs DC 15, as we'd get from a 16 ability score and a +2 proficiency baseline for "high" score at 1st level, chance to succeed changes from 55% to roll 10 on 1d20 to 64% chance to roll a 10 on 2d10. Curiously, that's around the 65% baseline many of us use when talking about attack vs AC.</p><p></p><p>How would critical hits work? If we naively kept it as a natural 20, critical hit chance would drop from 5% on 1d20 to 1% on 2d10. But, I had a thought that critical hits could be if you hit AND one of the dice is a 10. Against DC 11 or below, +0 would crit 19% of the time. Every +1 DC would reduce the chance to crit by 2%, until reaching 1% chance to crit against DC 20. At DC 18, you have a 6% chance to hit and a 5% chance to crit. This works out interestingly, showing that most hits that actually get through heavy armor would necessitate being crits, an effect that exists less pronouncedly with the 1d20.</p><p></p><p>One of the biggest changes switching to 2d10 would be how it drastically increases the strength of higher challenge foes, or strenghtens players when they outmatch weak opponents.</p><p></p><p>With 1d20 and +0, DC 10 is 55% success, DC 15 is 30%, and DC 20 is 5%.</p><p>A +1 bonus increases your chance by 5%, a +2 by 10%, and a +5 by 25% (to a maximum of 95%, since 1 always misses).</p><p>With 2d10 and +0, DC 10 is 64% success, DC 15 is 21%, and DC 20 is 1%.</p><p>Against DC 10, a +1 bonus is an 8% bonus, +2 is a 15% bonus, and +5 is a 30% bonus.</p><p>Against DC 15, a +1 bonus is a 7% bonus, +2 is a 15% bonus, and +5 is a 43% bonus.</p><p>Against DC 20, a +1 bonus is a 2% bonus, +2 is a 5% bonus, and +5 is a 20% bonus.</p><p></p><p>Hard stuff would be made harder, easy stuff would be made easier, and moderate stuff has a nice happy 64% chance. I'm left wondering if this kind of change would make the game feel different. I have played L5R's Roll/Keep system, and that was interesting. I'm just kind of wondering if such a change could facilitate some interesting gameplay.</p></blockquote><p></p>
[QUOTE="Xeviat, post: 9884316, member: 57494"] I've recently been reading up on older D&D and OSR, and systems there often use a 2d6 to determine things. The differences in weights compared to a flat roll, like a 1d12, for those rules makes bonuses and penalties feel different. So, while I'm not actually considering switching to 2d10 instead of 1d20, I wanted to discuss it and just ask what would happen if we did switch? First, on a roll of 1d20, there is a 5% chance of rolling any given number. On a roll of 2d10, though, you get the following chances: 2: 1 3: 2 4: 3 5: 4 6: 5 7: 6 8: 7 9: 8 10: 9 11: 10 12: 9 13: 8 14: 7 15: 6 16: 5 17: 4 18: 3 19: 2 20: 1 1d20 has an average of 10.5, while 2d10 has an average of 11. But, 11 is also the mode of 2d10, so most rolls will be 11 or higher. This means if we assumed a baseline of +0 against a DC 10 (or +5 vs DC 15, as we'd get from a 16 ability score and a +2 proficiency baseline for "high" score at 1st level, chance to succeed changes from 55% to roll 10 on 1d20 to 64% chance to roll a 10 on 2d10. Curiously, that's around the 65% baseline many of us use when talking about attack vs AC. How would critical hits work? If we naively kept it as a natural 20, critical hit chance would drop from 5% on 1d20 to 1% on 2d10. But, I had a thought that critical hits could be if you hit AND one of the dice is a 10. Against DC 11 or below, +0 would crit 19% of the time. Every +1 DC would reduce the chance to crit by 2%, until reaching 1% chance to crit against DC 20. At DC 18, you have a 6% chance to hit and a 5% chance to crit. This works out interestingly, showing that most hits that actually get through heavy armor would necessitate being crits, an effect that exists less pronouncedly with the 1d20. One of the biggest changes switching to 2d10 would be how it drastically increases the strength of higher challenge foes, or strenghtens players when they outmatch weak opponents. With 1d20 and +0, DC 10 is 55% success, DC 15 is 30%, and DC 20 is 5%. A +1 bonus increases your chance by 5%, a +2 by 10%, and a +5 by 25% (to a maximum of 95%, since 1 always misses). With 2d10 and +0, DC 10 is 64% success, DC 15 is 21%, and DC 20 is 1%. Against DC 10, a +1 bonus is an 8% bonus, +2 is a 15% bonus, and +5 is a 30% bonus. Against DC 15, a +1 bonus is a 7% bonus, +2 is a 15% bonus, and +5 is a 43% bonus. Against DC 20, a +1 bonus is a 2% bonus, +2 is a 5% bonus, and +5 is a 20% bonus. Hard stuff would be made harder, easy stuff would be made easier, and moderate stuff has a nice happy 64% chance. I'm left wondering if this kind of change would make the game feel different. I have played L5R's Roll/Keep system, and that was interesting. I'm just kind of wondering if such a change could facilitate some interesting gameplay. [/QUOTE]
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