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It creates a bell-curve of results while keeping the numbers involved relatively low.

It allows your average performance to equal the relevant attribute.

That's a fair reason.

stat + 2d6 >= target yields the same curve

assuming low numbers is still a goal, it does stray from that.

if we're only talking 2 d6's I suspect folks can juggle the math + or minus pretty easily.

I can imagine the d20 + stat >= target mechanic being harder to use if we used percentile instead. Much bigger numbers to be adding up...
 

Feng Shui's system has everything derived from this one roll - if this number tops their defense, you take the difference, add the weapon damage, and subtract their toughness to determine damage. Frankly, it's too much damn math on the fly.

I love the d6-d6 system, though. I can think of a few easy ways to speed it up.

Now I've got a hankering for Feng Shui (I haven't played it in the last decade!). It's a great, rules-light game that really encourages cinematic action.
 



It creates a bell-curve of results while keeping the numbers involved relatively low.

It allows your average performance to equal the relevant attribute.

Also, it's a simple way to allow exploding results in both the positive and negative direction, which I like.

On the other hand, I remember threads both here and on rpg.net discussing these methods where a lot of people said they had trouble subtracting single digit numbers. Something to keep in mind if you want your game to have wide appeal.
 

Legends of Anglerre (FATE) uses this method.
FATE v3 in general can be done using this method, so you see it mentioned in Diaspora and Dresden Files too.

FATE's fudge dice and WFRP3's special dice are a bit related. They generate a bell curve using a dice pool, in which constituent dice can give both success and anti-success results. You total the results, with anti-success canceling success.

Cheers, -- N
 

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