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General Tabletop Discussion
*Dungeons & Dragons
Overcoming Bounded Accuracy
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<blockquote data-quote="nightwalker450" data-source="post: 6017934" data-attributes="member: 94895"><p>Another way to improve skills is to remove the d20 variability. So that your skill/stat matters more than the dice roll.</p><p></p><p>Roll either 2d10, or 3d6 (5d4 if you really want to get crazy). This way your rolls will tend more towards the middle of the range instead of being so ridiculously random. I'd actually prefer this for rogues, instead of always 10.. start them at 2d10, and level their skill up by giving them more reliability.</p><p></p><p>For attacks, your level is already represented, and doesn't need to be done by bonuses to defenses/attacks. You are highly skilled because the level 1 person will need to hit you half a dozen times to reduce you to half your life... While at the same time, you'll have to be pulling your attacks in order not to outright kill the person in one swing. Hit points are the representation of your combat skill, more than hit/miss is.</p></blockquote><p></p>
[QUOTE="nightwalker450, post: 6017934, member: 94895"] Another way to improve skills is to remove the d20 variability. So that your skill/stat matters more than the dice roll. Roll either 2d10, or 3d6 (5d4 if you really want to get crazy). This way your rolls will tend more towards the middle of the range instead of being so ridiculously random. I'd actually prefer this for rogues, instead of always 10.. start them at 2d10, and level their skill up by giving them more reliability. For attacks, your level is already represented, and doesn't need to be done by bonuses to defenses/attacks. You are highly skilled because the level 1 person will need to hit you half a dozen times to reduce you to half your life... While at the same time, you'll have to be pulling your attacks in order not to outright kill the person in one swing. Hit points are the representation of your combat skill, more than hit/miss is. [/QUOTE]
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Overcoming Bounded Accuracy
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