blargney the second
blargney the minute's son
It's a very flat bell. A gong, maybe?
Right, and that's great if they're starting right in the middle, but IMHO it's generally bad for these reasons:The only thing I like about a bell curve distribution is that it makes each +1 to hit after the mid point less valuable than the one before, and each +1 to hit before the mid point more valuable than the one before. This gives players an incentive to go at least to the mid point, then a little beyond, but probably not to the top of the curve. By contrast in a flat distribution system each +1 to hit adds the same amount to expected damage up until you're only missing on a defined failure.
2/ Too much pain if you're penalized to -1 or -2 below the middle.
How so?
, -- N
No, it's not. It's shifting a point on a uniform distribution. There is no bell.While each of the 20 rolls is a an even distribution, the actual die roll is not meaningful. There are actually only two results, hit or miss, and they are not the same probability in every scenario. The idea of normalizing attack bonuses and defenses in 4e is actually a way of creating a more bell-like distribution.
No. If you plot a lot of d20 rolls, you get a flat line, because you are sampling a uniform distribution. Each result from 1 to 20 is equally likely, so each result's bucket will hold about the same number of samples, given a large enough number of samples.The bell curve was not invented to model 3d6 or a dice pool or whatever. It's what happens when you sample multiple times from a random distribution. Even though many things in nature, like the d20, begin as a completely random distribution, as the results are aggregated, the bell curve magically appears.
Adding multiple independent uniform probability density functions creates a more normal probability density function (where "more normal" is jargon that means "more bell-shaped").Using a 3d6 does not create a "bell curve."