On the tangential topic, here are chances to miss:I love the distinction in the mecha game Heavy Gear between "talent" (a plus on the d6 roll) and "experience" (rolling multiple d6s, hoping one meets the Targe Number). The young gun prodigy with d6+2 makes that TN 4 shot most of the time, but sometimes misses; the veteran with 3d6 almost never misses - one of those d6s is always 4 or higher - but that TN 7 shot requires 3 "6s" to pull off while the prodigy hits it 1in3. (yeah, sorry, that's a tangent again, because it's a hit roll, then damage, system.)
|TN||d6+2||3d6, choose best|
|2||0||1 in 216|
|3||0||1 in 27|
|4||1 in 6||1 in 8|
|5||1 in 3||8 in 27 (almost 1 in 3)|
|6||1 in 2||125 in 216 (more than 1 in 2)|
|7||2 in 3||100%|
|8||5 in 6||100%|
See, I have a player at my table that does this for me, too. Any time I need a statistical analysis, I hand it to Jon, and he quickly explains the math and actual consequences/impacts of the numbers/rules. So, pemerton, thank you for the analysis. My gut said the prodigy was generally the best choice - but I still liked the idea that "talent" and "experience" had different impacts. In 5e, that comes down to "Attribute Bonus" vs. "Proficiency Bonus"... but "talent" (+4 from an 18 score) is overwhelming, since "PB" comes from levels only [i.e. Heavy Gear is a point-buy system... the prodigy is pretty much never going to get another d6 to roll, whereas in 5e, everyone is going to get to increase attributes and levels both.]On the tangential topic, here are chances to miss:
TN d6+2 3d6, choose best 1 0 0 2 0 1 in 216 3 0 1 in 27 4 1 in 6 1 in 8 5 1 in 3 8 in 27 (almost 1 in 3) 6 1 in 2 125 in 216 (more than 1 in 2) 7 2 in 3 100% 8 5 in 6 100% 9 100% 100%
The veteran has a marginally greater chance than the prodigy against TN 4 and 5. Otherwise the prodigy is better, except for TNs 1 or 9+ where they are equally likely to hit/miss.
I don't think this models anything particularly well. It seems like two arbitrarily different probability spreads.
There are a few newer ones more recently too. It's been a while since I checked the latest update of Gubat Banwa, but I remember in one update when to-hit rolls were removed and it became straight-up damage rolls. And In the Time of Monsters does it too...It was probably several of them, but primarily Into the Odd.
I have to admit I’ve never heard of those but now I gotta go check.There are a few newer ones more recently too. It's been a while since I checked the latest update of Gubat Banwa, but I remember in one update when to-hit rolls were removed and it became straight-up damage rolls. And In the Time of Monsters does it too...
I like the idea that a dagger can be as deadly as a greataxe in the skilled combatant's hands, but I also like there being a good reason to use different weapons (which 5e doesn't have, admittedly, but 3.5e did). Finding/building a combat system that makes both skill and weapon choice impactful without bogging things down though - especially for that one player at each table that takes 30 seconds to add up his modifiers FOR EACH ROLL (despite being written on the character sheet) - seems like an unachievable Holy Grail. It seems like you need to focus on just one aspect ("Skill" or "Weapon") to keep the streamline. the Greataxe outperforms the dagger in a "you only hit if you do more damage than the armor" system; the dagger is just as useful as the greataxe in a "I have more skill" (or "I am luckier with dice!") system.
Does it? It always boils down to roughly 0.6 points more, doesn't it? So 3d6 will be better than 3d4, exploding or not.Because smaller dice are more likely to Explode under the Exploding dice mechanic, having less raw damage is a trade off for being able to do more, ie, gain more momentum in a fight. That alone flips things heavily back towards the smaller die sizes and dice pools; if you're wanting Momentum, you want as many of the smallest dice you can get.
those don't... 2.5×6=15, 4×3.5=14... the ranges are 6-24 vs 4-24... but 4d6+1 gives 5-25, average 15...Does it? It always boils down to roughly 0.6 points more, doesn't it? So 3d6 will be better than 3d4, exploding or not.
I can see wanting say 6d4 over 4d6 (or whatever gets the same average without exploding), but unless you make it up in numbers...