D&D 5E *Finally* read playtest 2 - 2d10 time!

slobo777

First Post
Monte-Carlo results.

This is team of three level 1 Dwarven Fighters, with Survivor specialty. They are pretty tough, so I put them through the following four encounters:

10 Fire Beetles (Average)
3 Hobgoblins (Tough)
1 Bugbear (Average)
1 Ogre + 1 Bugbear (Tough)

I chose "brave" dwarves who will abandon an adventure (defeated) if any one of the team is below half hit points with no hit dice remaining.

Code:
1D20: Adventure results for 100000 teams of brave dwarves.
----------------------------------------------------------

  TPK:                   4%       

  Defeated:              4%      
         one dwarf died      0%   {180}
          badly injured      0%   {366}
      moderate injuries      3%   
         light injuries      0%   {107}

  Completed adventure:  92%       
       two dwarves died      0%   {66}
         one dwarf died      2%   
          badly injured      4%   
      moderate injuries     49%   
         light injuries     36%   
          not a scratch      0%   {141}
          

2D10: Adventure results for 100000 teams of brave dwarves:
----------------------------------------------------------

  TPK:                   1%       {668}

  Defeated:              0%
         one dwarf died      0%   {1}
          badly injured      0%   {5}
      moderate injuries      0%   {269}
         light injuries      0%   {54}

  Completed adventure:  99%
       two dwarves died      0%   {3}
         one dwarf died      0%   {472}
          badly injured      0%   {332}
      moderate injuries     25%   
         light injuries     71%   
          not a scratch      2%
. . . so with no other adjustments, moving to 2d10 would appear to push results strongly in favour of PCs for combat.

I'll try to add logs of "typical" 1d20 and 2d20 adventure results, so you can get a better feel of the kind of results that count as "light injuries" versus "moderate injuries". Typically light means that the characters still have HD in reserve, and moderate means that they don't . . .

Perhaps some adjustments to monster bonuses to hit might offset the easy setting for 2d20. I'll try to check that, too.
 
Last edited:

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Using 2d10 would IMO have a much more positive impact on skill rolls and checks where a difference in bonus should make a difference (arm wrestle using Str, or any skilled job where it seems silly that an untalented person might still get 25% success rate).

...Who uses a check to determine the result of arm wrestling? The higher Str just wins, in my book.
 


slobo777

First Post
...Who uses a check to determine the result of arm wrestling? The higher Str just wins, in my book.

Me too actually, but this is a hugely open-to-interpretation part of the game, and a little bit unsatisfying in the degree of choices.

We have publsihed rules of

1) High enough stat, or simply having training, is successful. Great for obvious "the character should be able to do that" situations.

2) A D20 check against a DC. Great for high stakes action with lots of chaos.

In between the two options we have . . . some vague stuff that a DM might make up e.g. "Make 2 successes at DC 15"

Generally the more rolls and successes you require, the more you home in on a specific skill value that is required to succeed - e.g. if you asked for 100 rolls at DC 16, and at least 50 successes, then there is a big difference between skill bonus +4 (18%), bonus +5 (54%) and bonus +6 (87%).

No-one wants to make 100 rolls though, so there's fertile ground between options (1) and (2) to have some interesting mechanics.
 

heptat

Explorer
Monte-Carlo results.

Very impressive! Thanks B-)

So from these results, and slobo777's calcs in the previous post, I think I'll use 2d10 for skill checks and d20 (RaW) for combat – guess you can say combat is more stressful therefore the swinginess of d20 is appropriate (if you even need a justification).

The really interesting thing to conclude from your numbers is that even with d20, PCs are *tough*, too tough in my book. Have to do something about that...
 

slobo777

First Post
The really interesting thing to conclude from your numbers is that even with d20, PCs are *tough*, too tough in my book. Have to do something about that...

Take that with a pinch of salt though - the Survivor specialty makes a big difference . . . characters without it are not nearly as robust at level 1.
 

slobster

Hero
Very impressive! Thanks B-)

So from these results, and slobo777's calcs in the previous post, I think I'll use 2d10 for skill checks and d20 (RaW) for combat – guess you can say combat is more stressful therefore the swinginess of d20 is appropriate (if you even need a justification).

The really interesting thing to conclude from your numbers is that even with d20, PCs are *tough*, too tough in my book. Have to do something about that...

Not a bad plan, but I think that giving the monsters an accuracy boost to get their attacks (for at least some enemies) into the "sweet spot" where they only have to roll between 10 and 12 on 2d10 to hit would have a huge impact on their lethality. For what it's worth.

Hopefully I'll have the chance to try out the 2d10 system myself someday. :D
 

slobo777

First Post
This is a second attempt to post a full adventure log. They are quite long, so I split them into two posts.

Using 1d20, 49% of the adventures were completed with "moderate injuries". This is a randomly chosen example of that typical result:

Code:
Start adventure: Delve.
  Fight against ten Fire Beetles
    Initiative
      Bill makes Dex check. [Roll 1d20 = 2 + 2 (Dex) = 4]
      Bob makes Dex check. [Roll 1d20 = 14 + 2 (Dex) = 16]
      Barney makes Dex check. [Roll 1d20 = 9 + 2 (Dex) = 11]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL]  makes Dex check. [Roll 1d20 = 10 + 0 (Dex) = 10]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=2]#2[/URL]  makes Dex check. [Roll 1d20 = 6 + 0 (Dex) = 6]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=3]#3[/URL]  makes Dex check. [Roll 1d20 = 6 + 0 (Dex) = 6]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=4]#4[/URL]  makes Dex check. [Roll 1d20 = 13 + 0 (Dex) = 13]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=5]#5[/URL]  makes Dex check. [Roll 1d20 = 20 + 0 (Dex) = 20]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=6]#6[/URL]  makes Dex check. [Roll 1d20 = 18 + 0 (Dex) = 18]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=7]#7[/URL]  makes Dex check. [Roll 1d20 = 3 + 0 (Dex) = 3]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=8]#8[/URL]  makes Dex check. [Roll 1d20 = 9 + 0 (Dex) = 9]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=9]#9[/URL]  makes Dex check. [Roll 1d20 = 8 + 0 (Dex) = 8]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] 0 makes Dex check. [Roll 1d20 = 5 + 0 (Dex) = 5]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=5]#5[/URL]  [initiative 20]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=6]#6[/URL]  [initiative 18]
      Bob [initiative 16]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=4]#4[/URL]  [initiative 13]
      Barney [initiative 11]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL]  [initiative 10]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=8]#8[/URL]  [initiative 9]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=9]#9[/URL]  [initiative 8]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=3]#3[/URL]  [initiative 6]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=2]#2[/URL]  [initiative 6]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] 0 [initiative 5]
      Bill [initiative 4]
      Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=7]#7[/URL]  [initiative 3]

    Round 1
      Turn: Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=5]#5[/URL] 
        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=5]#5[/URL]  attacks Barney with Bite
        Miss. [Roll 1d20 = 13 + 0 = 13 vs 16 AC]

      Turn: Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=6]#6[/URL] 
        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=6]#6[/URL]  attacks Bob with Bite
        Hit. [Roll 1d20 = 18 + 0 = 18 vs 16 AC]
        Bite piercing damage [Roll 1d6 = 2]
          Bill uses Protect to help Bob [Roll 1d6 = 2].
          Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=6]#6[/URL]  does 0 piercing damage to Bob.

      Turn: Bob
        Bob attacks Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=9]#9[/URL]  with Great Axe
        Hit. [Roll 1d20 = 12 + 6 = 18 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 7]
          Bob uses Deadly Strike [Roll 1d6 = 3], increasing damage to 10.
          Bob does 10 slashing damage to Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=9]#9[/URL] .

        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=9]#9[/URL]  is dead.

      Turn: Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=4]#4[/URL] 
        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=4]#4[/URL]  attacks Bill with Bite
        Miss. [Roll 1d20 = 3 + 0 = 3 vs 16 AC]

      Turn: Barney
        Barney attacks Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=5]#5[/URL]  with Great Axe
        Hit. [Roll 1d20 = 16 + 6 = 22 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 13]
          Barney uses Deadly Strike [Roll 1d6 = 5], increasing damage to 18.
          Barney does 18 slashing damage to Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=5]#5[/URL] .

        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=5]#5[/URL]  is dead.

      Turn: Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] 
        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL]  attacks Barney with Bite
        Miss. [Roll 1d20 = 8 + 0 = 8 vs 16 AC]

      Turn: Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=8]#8[/URL] 
        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=8]#8[/URL]  attacks Bill with Bite
        Miss. [Roll 1d20 = 15 + 0 = 15 vs 16 AC]

      Turn: Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=2]#2[/URL] 
        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=2]#2[/URL]  attacks Bob with Bite
        Miss. [Roll 1d20 = 14 + 0 = 14 vs 16 AC]

      Turn: Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=3]#3[/URL] 
        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=3]#3[/URL]  attacks Bill with Bite
        Miss. [Roll 1d20 = 3 + 0 = 3 vs 16 AC]

      Turn: Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] 0
        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] 0 attacks Bill with Bite
        Critical! [Roll 1d20 = 20]
        Maximum Bite piercing damage [Max 1d6 = 6]
          Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] 0 does 6 piercing damage to Bill.

      Turn: Bill
        Bill attacks Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=6]#6[/URL]  with Great Axe
        Hit. [Roll 1d20 = 16 + 6 = 22 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 9]
          Bill does 9 slashing damage to Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=6]#6[/URL] .

        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=6]#6[/URL]  is dead.

      Turn: Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=7]#7[/URL] 
        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=7]#7[/URL]  attacks Bob with Bite
        Hit. [Roll 1d20 = 18 + 0 = 18 vs 16 AC]
        Bite piercing damage [Roll 1d6 = 1]
          Bill uses Protect to help Bob [Roll 1d6 = 1].
          Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=7]#7[/URL]  does 0 piercing damage to Bob.

    Round 2
      Turn: Bob
        Bob attacks Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=4]#4[/URL]  with Great Axe
        Hit. [Roll 1d20 = 7 + 6 = 13 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 8]
          Bob uses Deadly Strike [Roll 1d6 = 1], increasing damage to 9.
          Bob does 9 slashing damage to Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=4]#4[/URL] .

        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=4]#4[/URL]  is dead.

      Turn: Barney
        Barney attacks Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=2]#2[/URL]  with Great Axe
        Hit. [Roll 1d20 = 9 + 6 = 15 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 13]
          Barney uses Deadly Strike [Roll 1d6 = 6], increasing damage to 19.
          Barney does 19 slashing damage to Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=2]#2[/URL] .

        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=2]#2[/URL]  is dead.

      Turn: Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] 
        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL]  attacks Bill with Bite
        Miss. [Roll 1d20 = 11 + 0 = 11 vs 16 AC]

      Turn: Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=8]#8[/URL] 
        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=8]#8[/URL]  attacks Barney with Bite
        Miss. [Roll 1d20 = 15 + 0 = 15 vs 16 AC]

      Turn: Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=3]#3[/URL] 
        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=3]#3[/URL]  attacks Bob with Bite
        Hit. [Roll 1d20 = 19 + 0 = 19 vs 16 AC]
        Bite piercing damage [Roll 1d6 = 4]
          Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=3]#3[/URL]  does 4 piercing damage to Bob.

      Turn: Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] 0
        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] 0 attacks Bob with Bite
        Miss. [Roll 1d20 = 2 + 0 = 2 vs 16 AC]

      Turn: Bill
        Bill attacks Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=7]#7[/URL]  with Great Axe
        Critical! [Roll 1d20 = 20]
        Maximum Great Axe slashing damage [Max 2d6+3 = 15]
          Bill does 15 slashing damage to Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=7]#7[/URL] .

        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=7]#7[/URL]  is dead.

    Round 3
      Turn: Bob
        Bob attacks Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=8]#8[/URL]  with Great Axe
        Hit. [Roll 1d20 = 8 + 6 = 14 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 9]
          Bob uses Deadly Strike [Roll 1d6 = 5], increasing damage to 14.
          Bob does 14 slashing damage to Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=8]#8[/URL] .

        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=8]#8[/URL]  is dead.

      Turn: Barney
        Barney attacks Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL]  with Great Axe
        Miss. [Roll 1d20 = 2 + 6 = 8 vs 13 AC]

      Turn: Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] 
        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL]  attacks Bob with Bite
        Miss. [Roll 1d20 = 14 + 0 = 14 vs 16 AC]

      Turn: Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=3]#3[/URL] 
        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=3]#3[/URL]  attacks Bob with Bite
        Miss. [Roll 1d20 = 10 + 0 = 10 vs 16 AC]

      Turn: Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] 0
        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] 0 attacks Bob with Bite
        Hit. [Roll 1d20 = 19 + 0 = 19 vs 16 AC]
        Bite piercing damage [Roll 1d6 = 2]
          Bill uses Protect to help Bob [Roll 1d6 = 4].
          Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] 0 does 0 piercing damage to Bob.

      Turn: Bill
        Bill attacks Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] 0 with Great Axe
        Hit. [Roll 1d20 = 8 + 6 = 14 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 15]
          Bill does 15 slashing damage to Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] 0.

        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] 0 is dead.

    Round 4
      Turn: Bob
        Bob attacks Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL]  with Great Axe
        Hit. [Roll 1d20 = 18 + 6 = 24 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 7]
          Bob uses Deadly Strike [Roll 1d6 = 1], increasing damage to 8.
          Bob does 8 slashing damage to Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL] .

        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1[/URL]  is dead.

      Turn: Barney
        Barney attacks Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=3]#3[/URL]  with Great Axe
        Hit. [Roll 1d20 = 11 + 6 = 17 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 11]
          Barney uses Deadly Strike [Roll 1d6 = 3], increasing damage to 14.
          Barney does 14 slashing damage to Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=3]#3[/URL] .

        Fire Beetle [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=3]#3[/URL]  is dead.

      Turn: Bill
        Bill cannot see an active enemy

    End of encounter
      Bill took 6 damage, and has 12 hit points remaining
      Bob took 4 damage, and has 14 hit points remaining
      Barney took 0 damage, and has 18 hit points remaining

  Fight against three Hobgoblins
    Initiative
      Bill makes Dex check. [Roll 1d20 = 8 + 2 (Dex) = 10]
      Bob makes Dex check. [Roll 1d20 = 11 + 2 (Dex) = 13]
      Barney makes Dex check. [Roll 1d20 = 16 + 2 (Dex) = 18]
      Hobgoblin A makes Dex check. [Roll 1d20 = 7 + 0 (Dex) = 7]
      Hobgoblin B makes Dex check. [Roll 1d20 = 15 + 0 (Dex) = 15]
      Hobgoblin C makes Dex check. [Roll 1d20 = 20 + 0 (Dex) = 20]
      Hobgoblin C [initiative 20]
      Barney [initiative 18]
      Hobgoblin B [initiative 15]
      Bob [initiative 13]
      Bill [initiative 10]
      Hobgoblin A [initiative 7]

    Round 1
      Turn: Hobgoblin C
        Hobgoblin C attacks Bob with Spear
        Critical! [Roll 1d20 = 20]
        Maximum Spear piercing damage [Max 1d10 = 10]
          Bill uses Protect to help Bob [Roll 1d6 = 6].
          Bob uses Parry [Roll 1d6 = 2].
          Hobgoblin C does 2 piercing damage to Bob.

      Turn: Barney
        Barney attacks Hobgoblin B with Great Axe
        Hit. [Roll 1d20 = 14 + 6 = 20 vs 14 AC]
        Great Axe slashing damage [Roll 2d6+3 = 7]
          Barney uses Deadly Strike [Roll 1d6 = 3], increasing damage to 10.
          Barney does 10 slashing damage to Hobgoblin B.

      Turn: Hobgoblin B
        Hobgoblin B attacks Bill with Spear
        Hit. [Roll 1d20 = 14 + 2 = 16 vs 16 AC]
        Spear piercing damage [Roll 1d10 = 7]
          Hobgoblin B does 7 piercing damage to Bill.

      Turn: Bob
        Bob attacks Hobgoblin B with Great Axe
        Miss. [Roll 1d20 = 7 + 6 = 13 vs 14 AC]

      Turn: Bill
        Bill attacks Hobgoblin A with Great Axe
        Hit. [Roll 1d20 = 17 + 6 = 23 vs 14 AC]
        Great Axe slashing damage [Roll 2d6+3 = 5]
          Bill does 5 slashing damage to Hobgoblin A.

      Turn: Hobgoblin A
        Hobgoblin A attacks Barney with Spear
        Hit. [Roll 1d20 = 17 + 2 = 19 vs 16 AC]
        Spear piercing damage [Roll 1d10 = 5]
          Bill uses Protect to help Barney [Roll 1d6 = 5].
          Hobgoblin A does 0 piercing damage to Barney.

    Round 2
      Turn: Hobgoblin C
        Hobgoblin C attacks Barney with Spear
        Critical! [Roll 1d20 = 20]
        Maximum Spear piercing damage [Max 1d10 = 10]
          Hobgoblin C does 10 piercing damage to Barney.

      Turn: Barney
        Barney attacks Hobgoblin A with Great Axe
        Miss. [Roll 1d20 = 5 + 6 = 11 vs 14 AC]

      Turn: Hobgoblin B
        Hobgoblin B attacks Bill with Spear
        Hit. [Roll 1d20 = 18 + 2 = 20 vs 16 AC]
        Spear piercing damage [Roll 1d10 = 7]
          Hobgoblin B does 7 piercing damage to Bill.

        Bill is unconscious.

      Turn: Bob
        Bob attacks Hobgoblin B with Great Axe
        Miss. [Roll 1d20 = 2 + 6 = 8 vs 14 AC]

      Turn: Bill
        Bill is dying [-2 hit points]. Death save required.
          Bill makes Con check. [Roll 1d20 = 8 + 2 (Con) = 10]
          Success, 1 of 3.

      Turn: Hobgoblin A
        Hobgoblin A attacks Barney with Spear
        Miss. [Roll 1d20 = 8 + 2 = 10 vs 16 AC]

    Round 3
      Turn: Hobgoblin C
        Hobgoblin C attacks Bob with Spear
        Miss. [Roll 1d20 = 10 + 2 = 12 vs 16 AC]

      Turn: Barney
        Barney attacks Hobgoblin A with Great Axe
        Miss. [Roll 1d20 = 2 + 6 = 8 vs 14 AC]

      Turn: Hobgoblin B
        Hobgoblin B attacks Bob with Spear
        Miss. [Roll 1d20 = 7 + 2 = 9 vs 16 AC]

      Turn: Bob
        Bob attacks Hobgoblin C with Great Axe
        Hit. [Roll 1d20 = 15 + 6 = 21 vs 14 AC]
        Great Axe slashing damage [Roll 2d6+3 = 14]
          Bob uses Deadly Strike [Roll 1d6 = 3], increasing damage to 17.
          Bob does 17 slashing damage to Hobgoblin C.

        Hobgoblin C is dead.

      Turn: Bill
        Bill is dying [-2 hit points]. Death save required.
          Bill makes Con check. [Roll 1d20 = 5 + 2 (Con) = 7]
          Failed, Bill loses 4 more hit points.

      Turn: Hobgoblin A
        Hobgoblin A attacks Barney with Spear
        Miss. [Roll 1d20 = 11 + 2 = 13 vs 16 AC]

    Round 4
      Turn: Barney
        Barney attacks Hobgoblin B with Great Axe
        Hit. [Roll 1d20 = 16 + 6 = 22 vs 14 AC]
        Great Axe slashing damage [Roll 2d6+3 = 12]
          Barney uses Deadly Strike [Roll 1d6 = 1], increasing damage to 13.
          Barney does 13 slashing damage to Hobgoblin B.

        Hobgoblin B is dead.

      Turn: Bob
        Bob attacks Hobgoblin A with Great Axe
        Hit. [Roll 1d20 = 16 + 6 = 22 vs 14 AC]
        Great Axe slashing damage [Roll 2d6+3 = 11]
          Bob uses Deadly Strike [Roll 1d6 = 4], increasing damage to 15.
          Bob does 15 slashing damage to Hobgoblin A.

        Hobgoblin A is dead.

      Turn: Bill
        Bill is dying [-6 hit points]. Death save required.
          Bill makes Con check. [Roll 1d20 = 9 + 2 (Con) = 11]
          Success, 2 of 3.

    Round 5
      Turn: Barney
        Barney cannot see an active enemy
        Barney uses healers kit to stablise Bill

      Turn: Bob
        Bob cannot see an active enemy

      Turn: Bill
        Bill cannot act.

    End of encounter
      Bill took 14 damage, and has -6 hit points remaining
      Bob took 2 damage, and has 12 hit points remaining
      Barney took 10 damage, and has 8 hit points remaining

  Short rest.
    Bill spends hit die to heal 6. Bill now has 6 hit points.
    Bill spends hit die to heal 8. Bill now has 14 hit points.
    Barney spends hit die to heal 14. Barney now has 18 hit points.

  Fight against a Bugbear
    Initiative
      Bill makes Dex check. [Roll 1d20 = 10 + 2 (Dex) = 12]
      Bob makes Dex check. [Roll 1d20 = 19 + 2 (Dex) = 21]
      Barney makes Dex check. [Roll 1d20 = 11 + 2 (Dex) = 13]
      Bugbear makes Dex check. [Roll 1d20 = 19 + 2 (Dex) = 21]
      Bob [initiative 21]
      Bugbear [initiative 21]
      Barney [initiative 13]
      Bill [initiative 12]

    Round 1
      Turn: Bob
        Bob attacks Bugbear with Great Axe
        Hit. [Roll 1d20 = 19 + 6 = 25 vs 14 AC]
        Great Axe slashing damage [Roll 2d6+3 = 11]
          Bob uses Deadly Strike [Roll 1d6 = 2], increasing damage to 13.
          Bob does 13 slashing damage to Bugbear.

      Turn: Bugbear
        Bugbear attacks Bill with Large Morningstar
        Miss. [Roll 1d20 = 4 + 2 = 6 vs 16 AC]

      Turn: Barney
        Barney attacks Bugbear with Great Axe
        Hit. [Roll 1d20 = 12 + 6 = 18 vs 14 AC]
        Great Axe slashing damage [Roll 2d6+3 = 12]
          Barney uses Deadly Strike [Roll 1d6 = 3], increasing damage to 15.
          Barney does 15 slashing damage to Bugbear.

        Bugbear is dead.

      Turn: Bill
        Bill cannot see an active enemy

    End of encounter
      Bill took 0 damage, and has 14 hit points remaining
      Bob took 0 damage, and has 12 hit points remaining
      Barney took 0 damage, and has 18 hit points remaining

  Fight against an Ogre and a Bugbear
    Initiative
      Bill makes Dex check. [Roll 1d20 = 13 + 2 (Dex) = 15]
      Bob makes Dex check. [Roll 1d20 = 8 + 2 (Dex) = 10]
      Barney makes Dex check. [Roll 1d20 = 15 + 2 (Dex) = 17]
      Ogre makes Dex check. [Roll 1d20 = 13 - 1 (Dex) = 12]
      Bugbear makes Dex check. [Roll 1d20 = 1 + 2 (Dex) = 3]
      Barney [initiative 17]
      Bill [initiative 15]
      Ogre [initiative 12]
      Bob [initiative 10]
      Bugbear [initiative 3]

    Round 1
      Turn: Barney
        Barney attacks Ogre with Great Axe
        Miss. [Roll 1d20 = 7 + 6 = 13 vs 15 AC]

      Turn: Bill
        Bill attacks Bugbear with Great Axe
        Miss. [Roll 1d20 = 4 + 6 = 10 vs 14 AC]

      Turn: Ogre
        Ogre attacks Bill with Club
        Miss. [Roll 1d20 = 3 + 4 = 7 vs 16 AC]

      Turn: Bob
        Bob attacks Ogre with Great Axe
        Hit. [Roll 1d20 = 11 + 6 = 17 vs 15 AC]
        Great Axe slashing damage [Roll 2d6+3 = 11]
          Bob uses Deadly Strike [Roll 1d6 = 4], increasing damage to 15.
          Bob does 15 slashing damage to Ogre.

      Turn: Bugbear
        Bugbear attacks Bob with Large Morningstar
        Miss. [Roll 1d20 = 13 + 2 = 15 vs 16 AC]

    Round 2
      Turn: Barney
        Barney attacks Bugbear with Great Axe
        Hit. [Roll 1d20 = 13 + 6 = 19 vs 14 AC]
        Great Axe slashing damage [Roll 2d6+3 = 8]
          Barney uses Deadly Strike [Roll 1d6 = 4], increasing damage to 12.
          Barney does 12 slashing damage to Bugbear.

      Turn: Bill
        Bill attacks Bugbear with Great Axe
        Hit. [Roll 1d20 = 17 + 6 = 23 vs 14 AC]
        Great Axe slashing damage [Roll 2d6+3 = 12]
          Bill does 12 slashing damage to Bugbear.

        Bugbear is dead.

      Turn: Ogre
        Ogre attacks Bob with Club
        Miss. [Roll 1d20 = 9 + 4 = 13 vs 16 AC]

      Turn: Bob
        Bob attacks Ogre with Great Axe
        Miss. [Roll 1d20 = 1, automatic miss]

    Round 3
      Turn: Barney
        Barney attacks Ogre with Great Axe
        Hit. [Roll 1d20 = 12 + 6 = 18 vs 15 AC]
        Great Axe slashing damage [Roll 2d6+3 = 15]
          Barney uses Deadly Strike [Roll 1d6 = 4], increasing damage to 19.
          Barney does 19 slashing damage to Ogre.

        Ogre is dead.

      Turn: Bill
        Bill cannot see an active enemy

      Turn: Bob
        Bob cannot see an active enemy

    End of encounter
      Bill took 0 damage, and has 14 hit points remaining
      Bob took 0 damage, and has 12 hit points remaining
      Barney took 0 damage, and has 18 hit points remaining

The heroes completed the adventure.

. . . sharp-eyed readers shoudl spot that the dwarves often fight sub-optimally, choosing Deadly Strike when they don't need to. This is the same for 1d20 and 2d20 runs though, so doesn't affect the comparison in a major way.
 

slobo777

First Post
Using 2d20, 71% of the adventures were completed with "light injuries". This is
a randomly chosen example of that typical result:

Code:
Start adventure: Delve.
  Fight against ten Fire Beetles
    Initiative
      Bill makes Dex check. [Roll 2d10 = 11 + 2 (Dex) = 13]
      Bob makes Dex check. [Roll 2d10 = 12 + 2 (Dex) = 14]
      Barney makes Dex check. [Roll 2d10 = 17 + 2 (Dex) = 19]
      Fire Beetle 1 makes Dex check. [Roll 2d10 = 17 + 0 (Dex) = 17]
      Fire Beetle 2 makes Dex check. [Roll 2d10 = 16 + 0 (Dex) = 16]
      Fire Beetle 3 makes Dex check. [Roll 2d10 = 5 + 0 (Dex) = 5]
      Fire Beetle 4 makes Dex check. [Roll 2d10 = 13 + 0 (Dex) = 13]
      Fire Beetle 5 makes Dex check. [Roll 2d10 = 9 + 0 (Dex) = 9]
      Fire Beetle 6 makes Dex check. [Roll 2d10 = 19 + 0 (Dex) = 19]
      Fire Beetle 7 makes Dex check. [Roll 2d10 = 9 + 0 (Dex) = 9]
      Fire Beetle 8 makes Dex check. [Roll 2d10 = 14 + 0 (Dex) = 14]
      Fire Beetle 9 makes Dex check. [Roll 2d10 = 8 + 0 (Dex) = 8]
      Fire Beetle 10 makes Dex check. [Roll 2d10 = 9 + 0 (Dex) = 9]
      Barney [initiative 19]
      Fire Beetle 6 [initiative 19]
      Fire Beetle 1 [initiative 17]
      Fire Beetle 2 [initiative 16]
      Bob [initiative 14]
      Fire Beetle 8 [initiative 14]
      Bill [initiative 13]
      Fire Beetle 4 [initiative 13]
      Fire Beetle 5 [initiative 9]
      Fire Beetle 7 [initiative 9]
      Fire Beetle 10 [initiative 9]
      Fire Beetle 9 [initiative 8]
      Fire Beetle 3 [initiative 5]

    Round 1
      Turn: Barney
        Barney attacks Fire Beetle 3 with Great Axe
        Hit. [Roll 2d10 = 11 + 6 = 17 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 12]
          Barney uses Deadly Strike [Roll 1d6 = 6], increasing damage to 18.
          Barney does 18 slashing damage to Fire Beetle 3.

        Fire Beetle 3 is dead.

      Turn: Fire Beetle 6
        Fire Beetle 6 attacks Barney with Bite
        Miss. [Roll 2d10 = 14 + 0 = 14 vs 16 AC]

      Turn: Fire Beetle 1
        Fire Beetle 1 attacks Bob with Bite
        Miss. [Roll 2d10 = 11 + 0 = 11 vs 16 AC]

      Turn: Fire Beetle 2
        Fire Beetle 2 attacks Bill with Bite
        Miss. [Roll 2d10 = 9 + 0 = 9 vs 16 AC]

      Turn: Bob
        Bob attacks Fire Beetle 2 with Great Axe
        Hit. [Roll 2d10 = 11 + 6 = 17 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 9]
          Bob uses Deadly Strike [Roll 1d6 = 1], increasing damage to 10.
          Bob does 10 slashing damage to Fire Beetle 2.

        Fire Beetle 2 is dead.

      Turn: Fire Beetle 8
        Fire Beetle 8 attacks Bob with Bite
        Miss. [Roll 2d10 = 5 + 0 = 5 vs 16 AC]

      Turn: Bill
        Bill attacks Fire Beetle 9 with Great Axe
        Hit. [Roll 2d10 = 9 + 6 = 15 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 11]
          Bill does 11 slashing damage to Fire Beetle 9.

        Fire Beetle 9 is dead.

      Turn: Fire Beetle 4
        Fire Beetle 4 attacks Bill with Bite
        Miss. [Roll 2d10 = 8 + 0 = 8 vs 16 AC]

      Turn: Fire Beetle 10
        Fire Beetle 10 attacks Barney with Bite
        Miss. [Roll 2d10 = 12 + 0 = 12 vs 16 AC]

      Turn: Fire Beetle 5
        Fire Beetle 5 attacks Bill with Bite
        Miss. [Roll 2d10 = 13 + 0 = 13 vs 16 AC]

      Turn: Fire Beetle 7
        Fire Beetle 7 attacks Bob with Bite
        Hit. [Roll 2d10 = 16 + 0 = 16 vs 16 AC]
        Bite piercing damage [Roll 1d6 = 3]
          Bill uses Protect to help Bob [Roll 1d6 = 4].
          Fire Beetle 7 does 0 piercing damage to Bob.

    Round 2
      Turn: Barney
        Barney attacks Fire Beetle 6 with Great Axe
        Hit. [Roll 2d10 = 10 + 6 = 16 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 12]
          Barney uses Deadly Strike [Roll 1d6 = 4], increasing damage to 16.
          Barney does 16 slashing damage to Fire Beetle 6.

        Fire Beetle 6 is dead.

      Turn: Fire Beetle 1
        Fire Beetle 1 attacks Bob with Bite
        Hit. [Roll 2d10 = 17 + 0 = 17 vs 16 AC]
        Bite piercing damage [Roll 1d6 = 1]
          Fire Beetle 1 does 1 piercing damage to Bob.

      Turn: Bob
        Bob attacks Fire Beetle 1 with Great Axe
        Hit. [Roll 2d10 = 13 + 6 = 19 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 12]
          Bob uses Deadly Strike [Roll 1d6 = 2], increasing damage to 14.
          Bob does 14 slashing damage to Fire Beetle 1.

        Fire Beetle 1 is dead.

      Turn: Fire Beetle 8
        Fire Beetle 8 attacks Bill with Bite
        Miss. [Roll 2d10 = 13 + 0 = 13 vs 16 AC]

      Turn: Bill
        Bill attacks Fire Beetle 10 with Great Axe
        Hit. [Roll 2d10 = 15 + 6 = 21 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 14]
          Bill does 14 slashing damage to Fire Beetle 10.

        Fire Beetle 10 is dead.

      Turn: Fire Beetle 4
        Fire Beetle 4 attacks Barney with Bite
        Miss. [Roll 2d10 = 6 + 0 = 6 vs 16 AC]

      Turn: Fire Beetle 5
        Fire Beetle 5 attacks Bill with Bite
        Miss. [Roll 2d10 = 4 + 0 = 4 vs 16 AC]

      Turn: Fire Beetle 7
        Fire Beetle 7 attacks Barney with Bite
        Miss. [Roll 2d10 = 12 + 0 = 12 vs 16 AC]

    Round 3
      Turn: Barney
        Barney attacks Fire Beetle 7 with Great Axe
        Hit. [Roll 2d10 = 17 + 6 = 23 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 8]
          Barney uses Deadly Strike [Roll 1d6 = 5], increasing damage to 13.
          Barney does 13 slashing damage to Fire Beetle 7.

        Fire Beetle 7 is dead.

      Turn: Bob
        Bob attacks Fire Beetle 5 with Great Axe
        Miss. [Roll 2d10 = 4 + 6 = 10 vs 13 AC]

      Turn: Fire Beetle 8
        Fire Beetle 8 attacks Bill with Bite
        Miss. [Roll 2d10 = 6 + 0 = 6 vs 16 AC]

      Turn: Bill
        Bill attacks Fire Beetle 8 with Great Axe
        Hit. [Roll 2d10 = 11 + 6 = 17 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 9]
          Bill does 9 slashing damage to Fire Beetle 8.

        Fire Beetle 8 is dead.

      Turn: Fire Beetle 4
        Fire Beetle 4 attacks Bob with Bite
        Miss. [Roll 2d10 = 10 + 0 = 10 vs 16 AC]

      Turn: Fire Beetle 5
        Fire Beetle 5 attacks Bob with Bite
        Hit. [Roll 2d10 = 16 + 0 = 16 vs 16 AC]
        Bite piercing damage [Roll 1d6 = 1]
          Bill uses Protect to help Bob [Roll 1d6 = 6].
          Fire Beetle 5 does 0 piercing damage to Bob.

    Round 4
      Turn: Barney
        Barney attacks Fire Beetle 4 with Great Axe
        Miss. [Roll 2d10 = 3 + 6 = 9 vs 13 AC]

      Turn: Bob
        Bob attacks Fire Beetle 4 with Great Axe
        Hit. [Roll 2d10 = 15 + 6 = 21 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 11]
          Bob uses Deadly Strike [Roll 1d6 = 5], increasing damage to 16.
          Bob does 16 slashing damage to Fire Beetle 4.

        Fire Beetle 4 is dead.

      Turn: Bill
        Bill attacks Fire Beetle 5 with Great Axe
        Hit. [Roll 2d10 = 12 + 6 = 18 vs 13 AC]
        Great Axe slashing damage [Roll 2d6+3 = 12]
          Bill does 12 slashing damage to Fire Beetle 5.

        Fire Beetle 5 is dead.

    End of encounter
      Bill took 0 damage, and has 18 hit points remaining
      Bob took 1 damage, and has 17 hit points remaining
      Barney took 0 damage, and has 18 hit points remaining

  Fight against three Hobgoblins
    Initiative
      Bill makes Dex check. [Roll 2d10 = 12 + 2 (Dex) = 14]
      Bob makes Dex check. [Roll 2d10 = 12 + 2 (Dex) = 14]
      Barney makes Dex check. [Roll 2d10 = 16 + 2 (Dex) = 18]
      Hobgoblin A makes Dex check. [Roll 2d10 = 9 + 0 (Dex) = 9]
      Hobgoblin B makes Dex check. [Roll 2d10 = 19 + 0 (Dex) = 19]
      Hobgoblin C makes Dex check. [Roll 2d10 = 8 + 0 (Dex) = 8]
      Hobgoblin B [initiative 19]
      Barney [initiative 18]
      Bob [initiative 14]
      Bill [initiative 14]
      Hobgoblin A [initiative 9]
      Hobgoblin C [initiative 8]

    Round 1
      Turn: Hobgoblin B
        Hobgoblin B attacks Bill with Spear
        Miss. [Roll 2d10 = 12 + 2 = 14 vs 16 AC]

      Turn: Barney
        Barney attacks Hobgoblin C with Great Axe
        Hit. [Roll 2d10 = 16 + 6 = 22 vs 14 AC]
        Great Axe slashing damage [Roll 2d6+3 = 12]
          Barney uses Deadly Strike [Roll 1d6 = 1], increasing damage to 13.
          Barney does 13 slashing damage to Hobgoblin C.

        Hobgoblin C is dead.

      Turn: Bill
        Bill attacks Hobgoblin B with Great Axe
        Miss. [Roll 2d10 = 5 + 6 = 11 vs 14 AC]

      Turn: Bob
        Bob attacks Hobgoblin B with Great Axe
        Miss. [Roll 2d10 = 7 + 6 = 13 vs 14 AC]

      Turn: Hobgoblin A
        Hobgoblin A attacks Barney with Spear
        Hit. [Roll 2d10 = 17 + 2 = 19 vs 16 AC]
        Spear piercing damage [Roll 1d10 = 8]
          Bill uses Protect to help Barney [Roll 1d6 = 2].
          Hobgoblin A does 6 piercing damage to Barney.

    Round 2
      Turn: Hobgoblin B
        Hobgoblin B attacks Barney with Spear
        Miss. [Roll 2d10 = 10 + 2 = 12 vs 16 AC]

      Turn: Barney
        Barney attacks Hobgoblin B with Great Axe
        Hit. [Roll 2d10 = 14 + 6 = 20 vs 14 AC]
        Great Axe slashing damage [Roll 2d6+3 = 8]
          Barney uses Deadly Strike [Roll 1d6 = 5], increasing damage to 13.
          Barney does 13 slashing damage to Hobgoblin B.

        Hobgoblin B is dead.

      Turn: Bill
        Bill attacks Hobgoblin A with Great Axe
        Hit. [Roll 2d10 = 11 + 6 = 17 vs 14 AC]
        Great Axe slashing damage [Roll 2d6+3 = 5]
          Bill does 5 slashing damage to Hobgoblin A.

      Turn: Bob
        Bob attacks Hobgoblin A with Great Axe
        Hit. [Roll 2d10 = 10 + 6 = 16 vs 14 AC]
        Great Axe slashing damage [Roll 2d6+3 = 12]
          Bob uses Deadly Strike [Roll 1d6 = 1], increasing damage to 13.
          Bob does 13 slashing damage to Hobgoblin A.

        Hobgoblin A is dead.

    End of encounter
      Bill took 0 damage, and has 18 hit points remaining
      Bob took 0 damage, and has 17 hit points remaining
      Barney took 6 damage, and has 12 hit points remaining

  Fight against a Bugbear
    Initiative
      Bill makes Dex check. [Roll 2d10 = 8 + 2 (Dex) = 10]
      Bob makes Dex check. [Roll 2d10 = 14 + 2 (Dex) = 16]
      Barney makes Dex check. [Roll 2d10 = 8 + 2 (Dex) = 10]
      Bugbear makes Dex check. [Roll 2d10 = 8 + 2 (Dex) = 10]
      Bob [initiative 16]
      Barney [initiative 10]
      Bugbear [initiative 10]
      Bill [initiative 10]

    Round 1
      Turn: Bob
        Bob attacks Bugbear with Great Axe
        Hit. [Roll 2d10 = 14 + 6 = 20 vs 14 AC]
        Great Axe slashing damage [Roll 2d6+3 = 15]
          Bob uses Deadly Strike [Roll 1d6 = 5], increasing damage to 20.
          Bob does 20 slashing damage to Bugbear.

        Bugbear is dead.

      Turn: Barney
        Barney cannot see an active enemy

      Turn: Bill
        Bill cannot see an active enemy

    End of encounter
      Bill took 0 damage, and has 18 hit points remaining
      Bob took 0 damage, and has 17 hit points remaining
      Barney took 0 damage, and has 12 hit points remaining

  Fight against an Ogre and a Bugbear
    Initiative
      Bill makes Dex check. [Roll 2d10 = 9 + 2 (Dex) = 11]
      Bob makes Dex check. [Roll 2d10 = 12 + 2 (Dex) = 14]
      Barney makes Dex check. [Roll 2d10 = 18 + 2 (Dex) = 20]
      Ogre makes Dex check. [Roll 2d10 = 12 - 1 (Dex) = 11]
      Bugbear makes Dex check. [Roll 2d10 = 10 + 2 (Dex) = 12]
      Barney [initiative 20]
      Bob [initiative 14]
      Bugbear [initiative 12]
      Bill [initiative 11]
      Ogre [initiative 11]

    Round 1
      Turn: Barney
        Barney attacks Ogre with Great Axe
        Hit. [Roll 2d10 = 14 + 6 = 20 vs 15 AC]
        Great Axe slashing damage [Roll 2d6+3 = 11]
          Barney uses Deadly Strike [Roll 1d6 = 6], increasing damage to 17.
          Barney does 17 slashing damage to Ogre.

      Turn: Bob
        Bob attacks Bugbear with Great Axe
        Hit. [Roll 2d10 = 15 + 6 = 21 vs 14 AC]
        Great Axe slashing damage [Roll 2d6+3 = 14]
          Bob uses Deadly Strike [Roll 1d6 = 2], increasing damage to 16.
          Bob does 16 slashing damage to Bugbear.

      Turn: Bugbear
        Bugbear attacks Barney with Large Morningstar
        Miss. [Roll 2d10 = 11 + 2 = 13 vs 16 AC]

      Turn: Bill
        Bill attacks Bugbear with Great Axe
        Miss. [Roll 2d10 = 2 + 6 = 8 vs 14 AC]

      Turn: Ogre
        Ogre attacks Bob with Club
        Hit. [Roll 2d10 = 16 + 4 = 20 vs 16 AC]
        Club slashing damage [Roll 2d8+4 = 16]
          Bill uses Protect to help Bob [Roll 1d6 = 1].
          Ogre does 15 slashing damage to Bob.

    Round 2
      Turn: Barney
        Barney attacks Bugbear with Great Axe
        Hit. [Roll 2d10 = 16 + 6 = 22 vs 14 AC]
        Great Axe slashing damage [Roll 2d6+3 = 12]
          Barney uses Deadly Strike [Roll 1d6 = 1], increasing damage to 13.
          Barney does 13 slashing damage to Bugbear.

        Bugbear is dead.

      Turn: Bob
        Bob attacks Ogre with Great Axe
        Hit. [Roll 2d10 = 17 + 6 = 23 vs 15 AC]
        Great Axe slashing damage [Roll 2d6+3 = 9]
          Bob uses Deadly Strike [Roll 1d6 = 3], increasing damage to 12.
          Bob does 12 slashing damage to Ogre.

      Turn: Bill
        Bill attacks Ogre with Great Axe
        Miss. [Roll 2d10 = 5 + 6 = 11 vs 15 AC]

      Turn: Ogre
        Ogre attacks Barney with Club
        Miss. [Roll 2d10 = 8 + 4 = 12 vs 16 AC]

    Round 3
      Turn: Barney
        Barney attacks Ogre with Great Axe
        Miss. [Roll 2d10 = 8 + 6 = 14 vs 15 AC]

      Turn: Bob
        Bob attacks Ogre with Great Axe
        Miss. [Roll 2d10 = 2 + 6 = 8 vs 15 AC]

      Turn: Bill
        Bill attacks Ogre with Great Axe
        Miss. [Roll 2d10 = 8 + 6 = 14 vs 15 AC]

      Turn: Ogre
        Ogre attacks Bob with Club
        Miss. [Roll 2d10 = 10 + 4 = 14 vs 16 AC]
        Armour piercing effect [4 damage]
          Bill uses Protect to help Bob [Roll 1d6 = 4].
          Ogre does 0 slashing damage to Bob.

    Round 4
      Turn: Barney
        Barney attacks Ogre with Great Axe
        Hit. [Roll 2d10 = 18 + 6 = 24 vs 15 AC]
        Great Axe slashing damage [Roll 2d6+3 = 13]
          Barney uses Deadly Strike [Roll 1d6 = 3], increasing damage to 16.
          Barney does 16 slashing damage to Ogre.

        Ogre is dead.

      Turn: Bob
        Bob cannot see an active enemy

      Turn: Bill
        Bill cannot see an active enemy

    End of encounter
      Bill took 0 damage, and has 18 hit points remaining
      Bob took 15 damage, and has 2 hit points remaining
      Barney took 0 damage, and has 12 hit points remaining

  Short rest.
    Bob spends hit die to heal 14. Bob now has 16 hit points.

The heroes completed the adventure.
 


heptat

Explorer
It occurs to me that it might be interesting to allow the players to choose to substitute 2d10 for any d20 roll.

You mean as an option any time they want it? Interesting. You could extend this and offer 3d6 instead of d20. *Much* more likely to be around the middle, but *impossible* to get 20 (or 1). Thanks for the suggestion! B-)
 

slobo777

First Post
You mean as an option any time they want it? Interesting. You could extend this and offer 3d6 instead of d20. *Much* more likely to be around the middle, but *impossible* to get 20 (or 1). Thanks for the suggestion! B-)

If allowed to choose which roll to take when they know the target number, I expect quite a few players will simply maximise their chances and pick 1d20 when the target number is 11+ or 3d6 otherwise. Giving up the chance of a critical in D&D Next is not that meaningful.
 

dd.stevenson

Super KY
If allowed to choose which roll to take when they know the target number, I expect quite a few players will simply maximise their chances and pick 1d20 when the target number is 11+ or 3d6 otherwise. Giving up the chance of a critical in D&D Next is not that meaningful.

True--I hadn't thought of that. This variant would probably be a lot more interesting if coupled with some swingier crit/fumble rules.
 

Steely_Dan

First Post
Totally cool way to go, there was also a roll 3d6 instead of d20 variant in the 3rd Ed Unearthed Arcana.

I like the wild swing of the d20, and the way if feels to roll (everyone loves that feeling when you see that 20 come up).
 

Crazy Jerome

First Post
As a long time player of Fantasy Hero (3d6 for most checks) and a FH/D&D-ish homebrew (2d10), I can attest that the biggest changes when switching dice resolution in this manner are the changes to the "whiff factor" and effects on criticals (and auto misses). The criticals wouldn't be felt nearly so strongly in Next as currently provided, because the criticals themselves aren't that impressive. In 3E, switching to 2d10 would be a much bigger change to criticals.

However, you want to adjust the "whiff factor" globally, not tweak around the edges. That is, if PCs hit to easy compared to monsters in Next, then you want to fix that independent of any "whiff" changes caused by switching resolution methods.

So let's say that giving monsters a blanket +2 to hit is a good change for monster/PC imbalance. You want to do that whether you keep d20 or switch to 2d10. Then if you switch to 2d10, you want to examine how this changes the odds for all of the (now "balanced") characters, decide if the change is bug or feature, and then adjust as necessary.

For example, given my preferences for a relatively low "whiff" game, but still some real chance of missing, if converting the current Next to 2d10, I'd give everyone a blanket +1 to hit (in addition to whatever adjustments were made to make monsters work better).

BTW, if you don't want to do the +1 to hit, but want the adjustment, using d10+d12 is a fun little variant. And using d8+d12 is an interesting replacement for 2d10 when you want to flatten the odds on those middle numbers.
 
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Jeff Carlsen

Adventurer
Conceptually, I always liked the 3d6 method from Unearthed Arcana, partly because of the bell curve (I've never liked the unpredictability of the d20), and partly because it matches classic character generation.

Going with something like 3d6 also works well when skills have diminishing returns. For example, if skills had three ranks, at +3, +5, and +6 total bonus, then it's still worth getting that final +1 bonus because the dice so rarely climb that high.

Additionally, having critical failures with disastrous effects on a roll of 3 is acceptable because it happens very rarely. On the flip side, critical hits on an 18 should be phenomenal. Perhaps equivalent to a coup de grace.

But, as I said, I like this, conceptually, because I prefer predictability in my resolution systems. It's also very non-traditional.
 

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