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Game effects of d666
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<blockquote data-quote="Coredump" data-source="post: 2622830" data-attributes="member: 6939"><p>Now that your answer has been given, let me address this assertion.</p><p></p><p>This is wrong. Wrong. WRONG.</p><p></p><p>This (for 90% of rolls) does *nothing* to change the 'randomness'. At least not in the way you are thinking.</p><p></p><p>You are thinking "but it makes it more likely to roll a 10, and much less likely to roll an 18, surely that removes randomness." That is *only* true if each result has a separate meaning. But for the vast majority of DnD rolls it is yes/no succeed/fail hit/miss. Thus it is straight percentage. If you need a 14 to hit, it doesn't matter if you roll a 14, or an 18. And a 13 is the same as a 9, or a 2. </p><p>For damage, it matters, because each number on the die is a different result. Not true for attacks, saves, and most skills.</p><p></p><p>What you *are* doing is changing the game a great deal. Now, if you need a 16 to hit, you will hit 25% of the time. If you use d666, and keep the number at a 16, you will now hit <5% of the time. But you can get the same result by having to roll a 20 in d20, the bell curve has *no meaning nor effect*, it is a straight yes/no roll. Heck, plug the percent into a random number generator and have at it.</p><p></p><p>If you change the number to a 14 on D666, so it is still 25%, you will get NO DIFFERENCE from using the D20. Sure, more of your misses will be 10 than will be 4, but who cares, they are still misses.</p><p></p><p>I hope that makes sense.</p></blockquote><p></p>
[QUOTE="Coredump, post: 2622830, member: 6939"] Now that your answer has been given, let me address this assertion. This is wrong. Wrong. WRONG. This (for 90% of rolls) does *nothing* to change the 'randomness'. At least not in the way you are thinking. You are thinking "but it makes it more likely to roll a 10, and much less likely to roll an 18, surely that removes randomness." That is *only* true if each result has a separate meaning. But for the vast majority of DnD rolls it is yes/no succeed/fail hit/miss. Thus it is straight percentage. If you need a 14 to hit, it doesn't matter if you roll a 14, or an 18. And a 13 is the same as a 9, or a 2. For damage, it matters, because each number on the die is a different result. Not true for attacks, saves, and most skills. What you *are* doing is changing the game a great deal. Now, if you need a 16 to hit, you will hit 25% of the time. If you use d666, and keep the number at a 16, you will now hit <5% of the time. But you can get the same result by having to roll a 20 in d20, the bell curve has *no meaning nor effect*, it is a straight yes/no roll. Heck, plug the percent into a random number generator and have at it. If you change the number to a 14 on D666, so it is still 25%, you will get NO DIFFERENCE from using the D20. Sure, more of your misses will be 10 than will be 4, but who cares, they are still misses. I hope that makes sense. [/QUOTE]
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