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General Tabletop Discussion
*Pathfinder & Starfinder
UA: Why 3d6 for the "Bell Curve" variant, instead of 2d10?
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<blockquote data-quote="Uruush" data-source="post: 1401045" data-attributes="member: 42140"><p>No.</p><p> </p><p>You misunderstood me. I probably did not state it very clearly.</p><p> </p><p>I'm not clear on your "d216" or your d10 rolling "11s", but I think I know what you are trying to say, and you are arguing against a point I wasn't trying to make.</p><p> </p><p>I wasn't describing a die roll mechanic in my d20 ranger example where you predetermine that a roll of 1,2, or 3 (and therefore 85%) equals automatic failure. Leave whatever "auto-success" number you choose, be it "20" (5%) for d20 or "16,17, and 18" (4.6%) for 3d6 , or "18,19,20" (6%) for 2d10 aside for a moment. I am perfectly happy for those to be relatively equivalent %s regardless of mechanic.</p><p> </p><p>You don't "assign" likelyhoods of success in a role-playing game in a static state (or shouldn't). Success is relative to character skills and situational modifiers, not just task difficulty.</p><p> </p><p>I just like the feel of a skill determination system that recognizes a greater measure of repeatability. You roll 9s, 10s, 11s, and 12s more often with 3d6 or 2d10 than with 1d20. It allows the skill ranks to play more of a determination than the roll.</p><p></p><p>As I mentioned, I don't have a problem with d20 as it is; I understand probability and the impacts of the different mechanics. I just want to try something different and see how it goes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Uruush, post: 1401045, member: 42140"] No. You misunderstood me. I probably did not state it very clearly. I'm not clear on your "d216" or your d10 rolling "11s", but I think I know what you are trying to say, and you are arguing against a point I wasn't trying to make. I wasn't describing a die roll mechanic in my d20 ranger example where you predetermine that a roll of 1,2, or 3 (and therefore 85%) equals automatic failure. Leave whatever "auto-success" number you choose, be it "20" (5%) for d20 or "16,17, and 18" (4.6%) for 3d6 , or "18,19,20" (6%) for 2d10 aside for a moment. I am perfectly happy for those to be relatively equivalent %s regardless of mechanic. You don't "assign" likelyhoods of success in a role-playing game in a static state (or shouldn't). Success is relative to character skills and situational modifiers, not just task difficulty. I just like the feel of a skill determination system that recognizes a greater measure of repeatability. You roll 9s, 10s, 11s, and 12s more often with 3d6 or 2d10 than with 1d20. It allows the skill ranks to play more of a determination than the roll. As I mentioned, I don't have a problem with d20 as it is; I understand probability and the impacts of the different mechanics. I just want to try something different and see how it goes. :) [/QUOTE]
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UA: Why 3d6 for the "Bell Curve" variant, instead of 2d10?
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