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Making a 5E Variant I *Want* To Play (+thread)
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<blockquote data-quote="Ruin Explorer" data-source="post: 8038015" data-attributes="member: 18"><p>I'm a little confused, are you saying you refuse to drop this concept just because it play-tests badly? That you'd force people into a campaign even if the play-test went poorly? Or are you just separating play-testing as in playing out encounters etc. to playing an actual session?</p><p></p><p></p><p></p><p>It isn't faster than adding 3d6. You can keep saying it is, but it isn't, unless you're using dice with numbers, not pips. I just find it weird that you keep pushing this counterfactual. But I guess if you believe that, well, there's no helping it.</p><p></p><p></p><p></p><p>There are dice with pips on them, where they have no pips on one side, and 1-5 pips on the other sides? I mean, I can believe it, but do you actually have a bunch of them? Where do you get them from?</p><p></p><p>The brain-processing time and anti-WYSWYG on 6 = 0 on numbered or normal 1-6 dice will be significant.</p><p></p><p></p><p></p><p>That's not what you said earlier - you said you tried out 3d6-3, which is entirely different.</p><p></p><p>And why? Because it's more efficient and produces a result much more in line with the outcomes you say you want than what you're actually proposing.</p><p></p><p></p><p></p><p>Ryan Reynolds But Why Gif</p><p></p><p>You're already essentially proposing two different systems with the default disadvantage in combat, which essentially turns combat rolls into 2d20, take the lowest (which does reduce swingy-ness). I'd suggest you'd be fine to use 3d6 for both, and just recalibrate AC numbers and the like. You're already recalibrating a ton of other stuff.</p><p></p><p>Your example also seems to support my point. I'm confused as to why you think it doesn't. Are you just saying that 3d6 does reduce swingy-ness more, but your 1d20 deal is "close enough"?</p><p></p><p></p><p></p><p>Hence why you recalibrate the numbers... what you have here is an approach no-one is suggesting.</p><p></p><p></p><p></p><p>No, it absolutely does not, not even as an optional or variant rule. I am astonished that you're suggesting really huge revisions to 5E when you don't know really basic stuff about 5E. Shouldn't you know the rules backwards before modifying them like this? I was working on the basis that you did. The only instances of something similar to Take 10 in 5E are Reliable Talent for Rogues and similar. Class/subclass abilities where with specific skills where you roll but if it's less than a 10 you treat it as 10 (which is still better than Take 10 because it could be higher).</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 8038015, member: 18"] I'm a little confused, are you saying you refuse to drop this concept just because it play-tests badly? That you'd force people into a campaign even if the play-test went poorly? Or are you just separating play-testing as in playing out encounters etc. to playing an actual session? It isn't faster than adding 3d6. You can keep saying it is, but it isn't, unless you're using dice with numbers, not pips. I just find it weird that you keep pushing this counterfactual. But I guess if you believe that, well, there's no helping it. There are dice with pips on them, where they have no pips on one side, and 1-5 pips on the other sides? I mean, I can believe it, but do you actually have a bunch of them? Where do you get them from? The brain-processing time and anti-WYSWYG on 6 = 0 on numbered or normal 1-6 dice will be significant. That's not what you said earlier - you said you tried out 3d6-3, which is entirely different. And why? Because it's more efficient and produces a result much more in line with the outcomes you say you want than what you're actually proposing. Ryan Reynolds But Why Gif You're already essentially proposing two different systems with the default disadvantage in combat, which essentially turns combat rolls into 2d20, take the lowest (which does reduce swingy-ness). I'd suggest you'd be fine to use 3d6 for both, and just recalibrate AC numbers and the like. You're already recalibrating a ton of other stuff. Your example also seems to support my point. I'm confused as to why you think it doesn't. Are you just saying that 3d6 does reduce swingy-ness more, but your 1d20 deal is "close enough"? Hence why you recalibrate the numbers... what you have here is an approach no-one is suggesting. No, it absolutely does not, not even as an optional or variant rule. I am astonished that you're suggesting really huge revisions to 5E when you don't know really basic stuff about 5E. Shouldn't you know the rules backwards before modifying them like this? I was working on the basis that you did. The only instances of something similar to Take 10 in 5E are Reliable Talent for Rogues and similar. Class/subclass abilities where with specific skills where you roll but if it's less than a 10 you treat it as 10 (which is still better than Take 10 because it could be higher). [/QUOTE]
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