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Question about optional dice method.
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<blockquote data-quote="delericho" data-source="post: 6874292" data-attributes="member: 22424"><p>It depends. If I'm rolling a single die, then "roll high" or "roll low" is just better.</p><p></p><p>But if I'm rolling multiple dice then some results are more likely than others, so asking for something in the middle is fine.</p><p></p><p></p><p></p><p>No thanks, even when using multiple dice. It's fine to want a single specific number (sometimes you have to roll a hard eight), but not multiple such numbers.</p><p></p><p></p><p></p><p>There are definitely psychological factors at work there - you mentioned the desire for a nat-20 to be a 'special' success, and it's also true that a failed crit confirmation roll in 3e often hurt more than not rolling the threat in the first place. Likewise, missing an attack by 1 somehow feels worse than being way off.</p><p></p><p>So, as well as just looking at raw probabilities, a game designer would be well advised to find a method that feels 'right'.</p><p></p><p></p><p></p><p>One thing I really don't like are 'gimmicks' in the dice rolling method. Roll high and roll low both have the benefit of having a clear threshold - they're just easy to understand. "Roll 3, 7, or 11" does not - those numbers appear to be purely arbitrary.</p></blockquote><p></p>
[QUOTE="delericho, post: 6874292, member: 22424"] It depends. If I'm rolling a single die, then "roll high" or "roll low" is just better. But if I'm rolling multiple dice then some results are more likely than others, so asking for something in the middle is fine. No thanks, even when using multiple dice. It's fine to want a single specific number (sometimes you have to roll a hard eight), but not multiple such numbers. There are definitely psychological factors at work there - you mentioned the desire for a nat-20 to be a 'special' success, and it's also true that a failed crit confirmation roll in 3e often hurt more than not rolling the threat in the first place. Likewise, missing an attack by 1 somehow feels worse than being way off. So, as well as just looking at raw probabilities, a game designer would be well advised to find a method that feels 'right'. One thing I really don't like are 'gimmicks' in the dice rolling method. Roll high and roll low both have the benefit of having a clear threshold - they're just easy to understand. "Roll 3, 7, or 11" does not - those numbers appear to be purely arbitrary. [/QUOTE]
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