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<blockquote data-quote="Charlaquin" data-source="post: 8731184" data-attributes="member: 6779196"><p>There’s no straightforward way to up the damage die by one step from 1d12, unless you’re willing to get d14s (which do exist, but are obscure). Anything you do involving multiple dice is going to change your probability distribution. For example, if you want to continue the pattern of increasing the average result by +1 per damage die step, then you’d want to go up from 1d12 to 3d4. However, with 3d4 you’re much more likely to get that average result (which is 7.5) than you are with 1d12, and much less likely to get the extremes of a 3 or a 12, not to mention being unable to get a 1, 2, 13, or 14.</p><p></p><p>Probably the closest you’ll be able to get to 1d14 by using the standard polyhedrals would be 1d10+1d4. That has the right maximum and the flattest curve you’re going to get while rolling two dice. The next step up from that should be 1d12+1d4, followed by 1d12+1d6, then 1d20.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8731184, member: 6779196"] There’s no straightforward way to up the damage die by one step from 1d12, unless you’re willing to get d14s (which do exist, but are obscure). Anything you do involving multiple dice is going to change your probability distribution. For example, if you want to continue the pattern of increasing the average result by +1 per damage die step, then you’d want to go up from 1d12 to 3d4. However, with 3d4 you’re much more likely to get that average result (which is 7.5) than you are with 1d12, and much less likely to get the extremes of a 3 or a 12, not to mention being unable to get a 1, 2, 13, or 14. Probably the closest you’ll be able to get to 1d14 by using the standard polyhedrals would be 1d10+1d4. That has the right maximum and the flattest curve you’re going to get while rolling two dice. The next step up from that should be 1d12+1d4, followed by 1d12+1d6, then 1d20. [/QUOTE]
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