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Dice Alternatives in Unearthed Arcana
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<blockquote data-quote="WaterRabbit" data-source="post: 1564289" data-attributes="member: 2445"><p>I like this variant myself and tried it way before UA was published. The real trick is breaking yourself of the habit of rolling the attack roll. The only problem is rolling for damage is slightly awkward since I usually roll both the attack and damage rolls together.</p><p></p><p></p><p></p><p>It is 11. He is just in error on this point. I assume he meant 11 instead of 10. Using 12 will skew the probabilities.</p><p></p><p></p><p></p><p>I actually prefer 2d10 instead of 3d6 or 1d20. The idea behind rolling multiple dice is that it makes the bonuses and penalties to the attack roll more meaningful. A +1 sword is actually worth more when rolling 2d10 over 1d20. It also makes critical hits much more rare. With a crit. range of 1, you get a possible critical hit 5% of the time with 1d20. However, with 2d10 you get a possible critical only 1% of the time and only .5% of the time with 3d6. Conversely if you use fumbles it reduce those as well.</p><p></p><p>The reason I prefer 2d10 over 3d6 is that the probabilities are easier to calculate. The reason they use 3d6 is that the average is 10.5, the same as 1d20, as opposed to 11 with 2d10.</p></blockquote><p></p>
[QUOTE="WaterRabbit, post: 1564289, member: 2445"] I like this variant myself and tried it way before UA was published. The real trick is breaking yourself of the habit of rolling the attack roll. The only problem is rolling for damage is slightly awkward since I usually roll both the attack and damage rolls together. It is 11. He is just in error on this point. I assume he meant 11 instead of 10. Using 12 will skew the probabilities. I actually prefer 2d10 instead of 3d6 or 1d20. The idea behind rolling multiple dice is that it makes the bonuses and penalties to the attack roll more meaningful. A +1 sword is actually worth more when rolling 2d10 over 1d20. It also makes critical hits much more rare. With a crit. range of 1, you get a possible critical hit 5% of the time with 1d20. However, with 2d10 you get a possible critical only 1% of the time and only .5% of the time with 3d6. Conversely if you use fumbles it reduce those as well. The reason I prefer 2d10 over 3d6 is that the probabilities are easier to calculate. The reason they use 3d6 is that the average is 10.5, the same as 1d20, as opposed to 11 with 2d10. [/QUOTE]
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