werk said:
3d6 reduces the range to 3-18, so each point isn't 5% it's 6.25%, and creates the curve, so it would definitely make everything more stable/predictable. But changes like this will ripple through the whole d20 system as everything will need to be slightly adjusted...critical ranges, DCs, AC, all kinds of things. You wouldn't be able to just use anything out of a book without first considering if it needs to be fudged up or down a point or three...then that is completely arbitrary, and you're back to unpredicability.
You would have to do this with 3D20 as well since although the range does not change, the results do. The chances of rolling a 20 to threaten with a Club would be 1 in 8000.
The concept of using a curve for skills and for ability checks is ok since there are no special boundary rules such as treatening on a 20 or always failing a save on a 1. Some DCs might, however, have to be lowered slightly for skills, but nothing would have to be done for opposed ability checks.
The concept of using a curve for to hits, saves, etc., does not make sense due to all of the special boundary rules for them.
However, 2D10 is generally preferable (IMO) to 3D6 anyway since 3D6 has fewer "frequent" results and has too sharp of a curve.
The basic results (i.e. 4% chance or better) for 2D10 are: 2-4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18-20. 16 different basic results.
The basic results for 3D6 are: 3-5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16-18. 12 different basic results. This might be good for opposed ability checks, but would not be that good for skills. I actually prefer 2D10 for opposed ability checks using the ability score instead of the modifier.