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d20 vs. 3d6 "dice heresy" by Chris Sims
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<blockquote data-quote="clearstream" data-source="post: 5166002" data-attributes="member: 71699"><p>Just as a related observation, when choosing numbers for power+chance mechanical arrangements (where power is strength or skill or whatever: the fixed value; something you might call constant+variable) you often find that the chance needs to be at least roughly equal to the constant to yield a satisfying result, where higher power does not make contests unwinnable/uninteresting.</p><p></p><p>In D&D power obviously increases, but I think one would find that anything less than a 1-20 range for the chance component would feel unsatisfying in the paragon and epic tiers. The design move you could make would be to use different dice at each tier: say d10 at heroic, d20 at paragon, and something else at epic. I think you would find that undesirable, partly because it's more rules and explaining for little gain, and partly because it might harm SOD (suspension of disbelief) for reasons associated with those that trouble some players related to overly smooth mechanical scaling.</p><p></p><p>In any case, and as many have mentioned, it requires a large amount of work for possibly negligible gain to switch to an Xd base roll. The point, I suppose, being that CS' initial and later reasons for making a change all turn out to be badly thought through. Battle outcomes do fall on curves, due to the many rolls involved; and if you just want to hit more often, give all players a permanent buff. Better yet, make it an item with charges that does it so that when you change your mind you can switch back with no disruption.</p><p></p><p>-vk</p></blockquote><p></p>
[QUOTE="clearstream, post: 5166002, member: 71699"] Just as a related observation, when choosing numbers for power+chance mechanical arrangements (where power is strength or skill or whatever: the fixed value; something you might call constant+variable) you often find that the chance needs to be at least roughly equal to the constant to yield a satisfying result, where higher power does not make contests unwinnable/uninteresting. In D&D power obviously increases, but I think one would find that anything less than a 1-20 range for the chance component would feel unsatisfying in the paragon and epic tiers. The design move you could make would be to use different dice at each tier: say d10 at heroic, d20 at paragon, and something else at epic. I think you would find that undesirable, partly because it's more rules and explaining for little gain, and partly because it might harm SOD (suspension of disbelief) for reasons associated with those that trouble some players related to overly smooth mechanical scaling. In any case, and as many have mentioned, it requires a large amount of work for possibly negligible gain to switch to an Xd base roll. The point, I suppose, being that CS' initial and later reasons for making a change all turn out to be badly thought through. Battle outcomes do fall on curves, due to the many rolls involved; and if you just want to hit more often, give all players a permanent buff. Better yet, make it an item with charges that does it so that when you change your mind you can switch back with no disruption. -vk [/QUOTE]
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