Probability question

Then treat odd as a miss and even as a possible hit. I know it might not work in extreme circumstances, just in general. We already roll damage dice with attacks and adding in % rolls is too much.
 

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This question has come up already. Generally, the "fixes" end up taking longer at the gaming table than just rolling d%. But, if you really want another system, going with even or odd on the d20 isn't a good idea because of the variable threat ranges of weapons.

There are loads of alternatives though.

1) Increase the AC of the creature against attackers on an attacker-by-attacker basis, and increase it by exactly enough to cut the number of successful results in half.

2) Instead of rolling d%, just roll a d6, and if the d6 is even then it's a hit. (But this isn't really changing things.)

3) Trust the DM to keep track of attacks, and have him "arbitrarily" declare which ones hit and which ones miss.

4) If an attacker has 2 or 4 attacks in a round, automatically say the 1st and 3rd hit or the 2nd and 4th hit, and then have the player only roll those attacks. (But then every player will want the best damage for their attacks and will complain about which ones the DM picks.)

5) You could always rule that if the damage comes out to be odd then it misses, and if the damage comes out to be even then it hits . . . .

Dave
 

Don't need percent, just an extra d10

Ogrork the Mighty said:
We already roll damage dice with attacks and adding in % rolls is too much.

Roll an extra d10. 20% concealment is a miss on 1 or 2, 50% is a miss is on 1-5. If you miss because of concealment, you don't even have to calculate if your attack would have hit - keeps things moving.

Bigwilly
 

This question has come up already. Generally, the "fixes" end up taking longer at the gaming table than just rolling d%. But, if you really want another system, going with even or odd on the d20 isn't a good idea because of the variable threat ranges of weapons.

There are loads of alternatives though.

1) Increase the AC of the creature against attackers on an attacker-by-attacker basis, and increase it by exactly enough to cut the number of successful results in half.

2) Instead of rolling d%, just roll a d6, and if the d6 is even then it's a hit. (But this isn't really changing things.)

3) Trust the DM to keep track of attacks, and have him "arbitrarily" declare which ones hit and which ones miss.

4) If an attacker has 2 or 4 attacks in a round, automatically say the 1st and 3rd hit or the 2nd and 4th hit, and then have the player only roll those attacks. (But then every player will want the best damage for their attacks and will complain about which ones the DM picks.)

5) You could always rule that if the damage comes out to be odd then it misses, and if the damage comes out to be even then it hits . . . .

Dave
 

My solution:

Roll the miss chance first. If it misses you don't have to waste time on rolling to hit.


It also has the additional psychological advantage that the player doesn't curse because his "critical hit" was suddenly negated by the miss chance.
 

If the miss chance is truly 50%, just roll another die that is a different color or size, at the same time as your attack and damage die.

1) If the 3rd die is Odd, miss!
2) If the 3rd die is Even, calculate attack roll versus AC normally.
3) If the attack roll hits, calculate the damage roll normally.
 

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