@dnd4vr , can you tell us what you mean by swinginess. Preferably in terms of success/fail and not numbers. What are you trying to minimize?
Sure, glad to.
Think of the result of a typical person's effort at something, even when trying their best. Most often, their "best" will be typical of their skill. Rarely, the perform beyond their norm. Sometimes, they falter, but that is not common either.
With a flat d20, you are just as likely to roll a 1 as a 20 as a 10. In other words, you are just as likely to get worst effort, normal effort, or best effort.
Now, I see why due to combat being a series of rolls (typically not just a swing or two), the linear nature of the d20 sort of works to become non-linear. It
still bugs me a little, but not so much as to worry about it right now.
For contested skill checks, for example, a person with a high bonus, say +11 (maximum normal sans expertise), will still lose to someone with a no modifier (+0) 9% of the time and 2.25% they will tie. I've never liked that as it seems pretty bad that someone with high skill and ability would not win over 10% of the time. I had another thread on this a while back.
Now, if I change to using 2d10, it drops to only 3.3% will no modifier win or tie against +11. 3d6 is actually even more extreme, lowering it the chance to only 0.45%! These actually works more towards my concept than 3d20 take middle, actually. My biggest like of 3d20 was there would be no extra math (yeah, not a huge deal but one player in particular has issues even with simple math).
So, ultimately I want skill to matter more than luck and with a flat d20, there is too much luck in rolling a high or low roll, resulting in a great performance or poor one. Results should be more typical. By switching to 2d10, for instance, the high and low rolls are less common, meaning performance beyond normal or well below are less likely. Thus, a higher bonus makes a greater difference towards getting higher results than just a lucky die roll.
Hopefully, that makes sense.
