Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
New to Gaming- Need some help
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="the Jester" data-source="post: 5969671" data-attributes="member: 1210"><p>Well, it varies depending on what game you are referencing. You're asking a question which actually doesn't have a single answer.</p><p></p><p>The kind of smarmy, obvious-on-its-face answer is "You use die X for task Y because the rules say so." And that's actually a valid, reasonable answer. </p><p></p><p>However, there's usually more to it. </p><p></p><p>Looking at D&D as an example, you can make a few general statements about the dice.</p><p></p><p>1. You use a d20, generally speaking, to determine success of failure, e.g. did you hit, did you make a save.</p><p></p><p>2. You use pretty much all the other dice to determine degree of success, e.g. how much damage did I do, what is the bonus provided by my <em>strength</em> spell (in 2e and earlier). Rarely, non-d20 dice are rolled to determine whether something happens (e.g. once per hour, there is a 1 in 12 chance of a random encounter).</p><p></p><p>3. Any die may have the function of assigning a random result from a table, e.g. wandering monster charts, random weather tables, random dungeon generation, etc. In this case, rather than determining anything related to success, the dice simply pick one (or more) of several possible results.</p><p></p><p>Smaller dice generate a smaller range of results. Weapons that do less damage have smaller damage dice. </p><p></p><p>But wait! There's more!</p><p></p><p>There's a distinction to be made between rolling one die (such as 1d20), multiple dice (3d6) or multiple dice in a pool, which D&D really only uses in character generation (best 3 of 4d6). </p><p></p><p>A single die roll provides an equal probability of each result, so (f'rex) 1d20 gives 20 results of equal probability. This is good if you want a wide spread of possible results or if you want a wide spread of characters to have a chance of succeeding at some task (assuming modifiers for character skill don't range outside of about 12 points of each other or thereabouts). In other words, using 1d20 to determine success lets characters operate together even if one of them only has a +2 to the roll and the other has a +15. It lets you set target numbers that offer both of these characters a chance of success while still rewarding players who invest in the relevant skill set (combat, crafting, whatever).</p><p></p><p>Multiple dice (3d6, for instance) look similar- you get a result of 3 to 18, which is close to 1 to 20, right?- but the probabilities are significantly different. Since you have a 1 in 6 chance to roll a 6 on each die, you only hit an 18 if all three dice roll a 6- a 1 in 216 chance. This is VERY different than a 1 in 20 chance. Most of your rolls will be in the 8-13 range, so average tasks will be easy for anyone above average, while difficult tasks will be very difficult or almost impossible for characters with lower stats, skills or modifiers.</p><p></p><p>Dice pool systems, such as in the World of Darkness game, let you roll multiple dice, but work differently. Each die that hits your target number or above is one success; generally, even one success is a marginal success, and the more dice hit the target number the better. Usually, rather than modifying your dice, a character's skills give you more dice to roll in such a system.</p><p></p><p>I'm not sure whether this really answers you question, but it's a pretty big question! I hope it at least starts to give you the answer you're looking for!</p></blockquote><p></p>
[QUOTE="the Jester, post: 5969671, member: 1210"] Well, it varies depending on what game you are referencing. You're asking a question which actually doesn't have a single answer. The kind of smarmy, obvious-on-its-face answer is "You use die X for task Y because the rules say so." And that's actually a valid, reasonable answer. However, there's usually more to it. Looking at D&D as an example, you can make a few general statements about the dice. 1. You use a d20, generally speaking, to determine success of failure, e.g. did you hit, did you make a save. 2. You use pretty much all the other dice to determine degree of success, e.g. how much damage did I do, what is the bonus provided by my [i]strength[/i] spell (in 2e and earlier). Rarely, non-d20 dice are rolled to determine whether something happens (e.g. once per hour, there is a 1 in 12 chance of a random encounter). 3. Any die may have the function of assigning a random result from a table, e.g. wandering monster charts, random weather tables, random dungeon generation, etc. In this case, rather than determining anything related to success, the dice simply pick one (or more) of several possible results. Smaller dice generate a smaller range of results. Weapons that do less damage have smaller damage dice. But wait! There's more! There's a distinction to be made between rolling one die (such as 1d20), multiple dice (3d6) or multiple dice in a pool, which D&D really only uses in character generation (best 3 of 4d6). A single die roll provides an equal probability of each result, so (f'rex) 1d20 gives 20 results of equal probability. This is good if you want a wide spread of possible results or if you want a wide spread of characters to have a chance of succeeding at some task (assuming modifiers for character skill don't range outside of about 12 points of each other or thereabouts). In other words, using 1d20 to determine success lets characters operate together even if one of them only has a +2 to the roll and the other has a +15. It lets you set target numbers that offer both of these characters a chance of success while still rewarding players who invest in the relevant skill set (combat, crafting, whatever). Multiple dice (3d6, for instance) look similar- you get a result of 3 to 18, which is close to 1 to 20, right?- but the probabilities are significantly different. Since you have a 1 in 6 chance to roll a 6 on each die, you only hit an 18 if all three dice roll a 6- a 1 in 216 chance. This is VERY different than a 1 in 20 chance. Most of your rolls will be in the 8-13 range, so average tasks will be easy for anyone above average, while difficult tasks will be very difficult or almost impossible for characters with lower stats, skills or modifiers. Dice pool systems, such as in the World of Darkness game, let you roll multiple dice, but work differently. Each die that hits your target number or above is one success; generally, even one success is a marginal success, and the more dice hit the target number the better. Usually, rather than modifying your dice, a character's skills give you more dice to roll in such a system. I'm not sure whether this really answers you question, but it's a pretty big question! I hope it at least starts to give you the answer you're looking for! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
New to Gaming- Need some help
Top