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General Tabletop Discussion
*Dungeons & Dragons
Name a technique or design choice that your group enjoys, but that is generally unpopular.
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<blockquote data-quote="DND_Reborn" data-source="post: 8575786" data-attributes="member: 6987520"><p>No worries.</p><p></p><p>It is to remove the linear aspect of the flat d20. With 2d10 your range is 2-20, so almost the same as 1-20, allowing it to easily replace any time a d20 roll is called for (except Initiative as noted). We feel the "typical" effort or roll should be more likely than the extremes (a very low or very high result) in pretty much everything a creature does. Although not bell-curved, 2d20 is better at giving you results from 7-15 (the "typical effort" range).</p><p></p><p>Advantage and disadvantage is easily handled by adding another d10 for every source (we allow advantages/ disadvantages to stack as well as cancel each other out). Regardless of how many d10s you end up rolling, if you have advantage you take the best 2 and if you have disadvantage you take the worst 2. So, if I had an ally using the Help action and was attacking a prone creature in melee, I would have two sources of advantage, and roll 4d10; but I would only keep the highest two rolls for my total.</p><p></p><p>I hope that helps. If you have any further questions or interest, PM me.</p><p></p><p>So, it works pretty well IMO and we used it for quite a while (over a year)... however, for the last couple months (barely) we have adopted a new system for ability checks, attack rolls, and saving throws to more model the results we want. <em>Now</em> ability checks are flat d20s, attack rolls have disadvantage, and saving throws have advantage. This creates a more "defensive" mode of play which we have been really enjoying. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It reduced the amount of house-rules we needed to accommodate the 2d10 system.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8575786, member: 6987520"] No worries. It is to remove the linear aspect of the flat d20. With 2d10 your range is 2-20, so almost the same as 1-20, allowing it to easily replace any time a d20 roll is called for (except Initiative as noted). We feel the "typical" effort or roll should be more likely than the extremes (a very low or very high result) in pretty much everything a creature does. Although not bell-curved, 2d20 is better at giving you results from 7-15 (the "typical effort" range). Advantage and disadvantage is easily handled by adding another d10 for every source (we allow advantages/ disadvantages to stack as well as cancel each other out). Regardless of how many d10s you end up rolling, if you have advantage you take the best 2 and if you have disadvantage you take the worst 2. So, if I had an ally using the Help action and was attacking a prone creature in melee, I would have two sources of advantage, and roll 4d10; but I would only keep the highest two rolls for my total. I hope that helps. If you have any further questions or interest, PM me. So, it works pretty well IMO and we used it for quite a while (over a year)... however, for the last couple months (barely) we have adopted a new system for ability checks, attack rolls, and saving throws to more model the results we want. [I]Now[/I] ability checks are flat d20s, attack rolls have disadvantage, and saving throws have advantage. This creates a more "defensive" mode of play which we have been really enjoying. :) It reduced the amount of house-rules we needed to accommodate the 2d10 system. [/QUOTE]
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Name a technique or design choice that your group enjoys, but that is generally unpopular.
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