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General Tabletop Discussion
*Pathfinder & Starfinder
D20 to 3d6 dice rules from Unearth Arcana
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<blockquote data-quote="Greenfield" data-source="post: 5786334" data-attributes="member: 6669384"><p>Because the range is smaller, trying to equate to a percentile roll gets harder, or just flat becomes impossible.</p><p></p><p>The purpose of this randomizing method is, ironically, to reduce or remove the random factor. It's as if they're trying to turn every dice roll into a "Take 10.5".</p><p></p><p>You want a method with this same kind of result, but a range that more closely approximates the 1-20 range? Roll 4 D6 -4. Your range is now 0-20, and once more begins to resemble the "1 point equals 5%" you're used to. Criticals become incredibly rare, of course, but if you're pursuing this approach in the first place then you probably don't like extremes of luck in the first place.</p><p></p><p>Like the bell curve, but want it gentler? Roll 2 D10. Mathematically, the more dice you roll, the steeper the bell curve. 2 D10 gives a 2-20 range, so crits still work, and 2 is now the auto-failure roll. </p><p></p><p>Want an even steeper bell curve? 10 D3 - 10 works.</p><p></p><p>3 D8 -4 is a close approximation as well, though now you can actually roll a -1 result. If you like the idea of truly critical failures, this is the system for you.</p><p></p><p>Or, speaking of critical failures, you could play Arcana Evolved (the Unearthed Arcana's mutant brother.) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Greenfield, post: 5786334, member: 6669384"] Because the range is smaller, trying to equate to a percentile roll gets harder, or just flat becomes impossible. The purpose of this randomizing method is, ironically, to reduce or remove the random factor. It's as if they're trying to turn every dice roll into a "Take 10.5". You want a method with this same kind of result, but a range that more closely approximates the 1-20 range? Roll 4 D6 -4. Your range is now 0-20, and once more begins to resemble the "1 point equals 5%" you're used to. Criticals become incredibly rare, of course, but if you're pursuing this approach in the first place then you probably don't like extremes of luck in the first place. Like the bell curve, but want it gentler? Roll 2 D10. Mathematically, the more dice you roll, the steeper the bell curve. 2 D10 gives a 2-20 range, so crits still work, and 2 is now the auto-failure roll. Want an even steeper bell curve? 10 D3 - 10 works. 3 D8 -4 is a close approximation as well, though now you can actually roll a -1 result. If you like the idea of truly critical failures, this is the system for you. Or, speaking of critical failures, you could play Arcana Evolved (the Unearthed Arcana's mutant brother.) :) [/QUOTE]
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D20 to 3d6 dice rules from Unearth Arcana
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