DND_Reborn
The High Aldwin
EDIT: Thanks for the feedback. Given the information people have shared/ brought up I think we will probably NOT use this idea for attacks, but might use it for skill checks and saves. If you have any additional input, please still reply to the thread. Thanks to all!
Original Post:
So, I had an idea a while ago, and I am sure others have as well. Like others, I don't like the linear d20 roll for mechanics. People have talked about 3d6 and 2d10, and I even like the 4d6-4 curve.
But, then don't follow the 1-20 range of the standard d20. Thus, my idea is to roll 3d20 and use the middle roll, discarding the high and low rolls. This way, you are just comparing the rolls and not adding them up. Slightly simpler and nice for people who don't want to do the math. I know it isn't too hard, but one guy in our group does struggle with it.
The curve generates "typical" results in the middle, will less likely results at the extremes, which to me is more indicative of most peoples' normal performance at tasks. Here's the distrubtion curve (not a "bell-curve" but still fills the concept):
You still add your normal bonuses, and adv/disadv is with 2d10 as normal since that is already non-linear.
I'm just curious for the people who tried the 3d6 or 2d10 variants, what are your thoughts on this idea?
EDIT: a critical hit is scored by the two highest rolls being equal and also a result that succeeds at the task.
Original Post:
So, I had an idea a while ago, and I am sure others have as well. Like others, I don't like the linear d20 roll for mechanics. People have talked about 3d6 and 2d10, and I even like the 4d6-4 curve.
But, then don't follow the 1-20 range of the standard d20. Thus, my idea is to roll 3d20 and use the middle roll, discarding the high and low rolls. This way, you are just comparing the rolls and not adding them up. Slightly simpler and nice for people who don't want to do the math. I know it isn't too hard, but one guy in our group does struggle with it.
The curve generates "typical" results in the middle, will less likely results at the extremes, which to me is more indicative of most peoples' normal performance at tasks. Here's the distrubtion curve (not a "bell-curve" but still fills the concept):
You still add your normal bonuses, and adv/disadv is with 2d10 as normal since that is already non-linear.
I'm just curious for the people who tried the 3d6 or 2d10 variants, what are your thoughts on this idea?
EDIT: a critical hit is scored by the two highest rolls being equal and also a result that succeeds at the task.
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