I seriously doubt I'm the first one to think about this, but my major house rule is that I don't use D20 for skill checks and attack rolls, but 2d10.
The reason is simple, a D20 is a linear system, while 2d10 follows a Gauss-curve of probability, meaning that you're far more likely to roll in the 8-14 region. Very high rolls and very low rolls are much more unlikely.
Why do i do this?
- a 1 in 20 chance of fumbling is extremely silly. Imagine surgeons killing one in twenty people (and yes, you can't "take 10" because failure is unfavorable.... )Chances of roling a 2 in 2d10 is very low, and therefor i hear dreadfull gasps of horror when one of my players comes up snakeeyes, they know it's gonna hurt.
- The element of chance is still present, but it is lessened. Skill ranks are therefore more important. Skill checks are more predictable, if you know the DC you'll have a better chance of predicting success.
-Threat ranges are increased by 1, but you use the original rage for things like keen or improved crit, then add 1 (for example a bow would have a TR of 19-20, but with improved crit it would be 18-20).
- Less likely chance of getting a lucky hit, so tough creatures get a lot tougher, watch out for high CR encounters.
The reason is simple, a D20 is a linear system, while 2d10 follows a Gauss-curve of probability, meaning that you're far more likely to roll in the 8-14 region. Very high rolls and very low rolls are much more unlikely.
Why do i do this?
- a 1 in 20 chance of fumbling is extremely silly. Imagine surgeons killing one in twenty people (and yes, you can't "take 10" because failure is unfavorable.... )Chances of roling a 2 in 2d10 is very low, and therefor i hear dreadfull gasps of horror when one of my players comes up snakeeyes, they know it's gonna hurt.
- The element of chance is still present, but it is lessened. Skill ranks are therefore more important. Skill checks are more predictable, if you know the DC you'll have a better chance of predicting success.
-Threat ranges are increased by 1, but you use the original rage for things like keen or improved crit, then add 1 (for example a bow would have a TR of 19-20, but with improved crit it would be 18-20).
- Less likely chance of getting a lucky hit, so tough creatures get a lot tougher, watch out for high CR encounters.