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Using 3d6 for skill checks
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<blockquote data-quote="Li Shenron" data-source="post: 6869366" data-attributes="member: 1465"><p>I completely agree with your premise. Swinginess doesn't matter for attack rolls because most of them aren't individually crucial for success/failure on the whole combat, and instead it's rather the combination of many attack rolls that determine if you win or lose. But it does matter for skills because a lot more often one check determines a significant outcome rather than attrition.</p><p></p><p>As a matter of fact, I like swinginess and randomness, but what I don't like is that because of swinginess, the 'expert' at a task is too often surclassed by someone else.</p><p></p><p>I haven't house ruled skill checks yet, but if I do, I'd use <strong>d8 + d12</strong>: less dramatic change in probability distribution than 3d6, you can still get a result up to 20, and more uses for the neglected d8 and d12 dice <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><p></p><p></p><p></p><p>Not good, I think this means the more training you have, the higher your chances of success if the DC is lower than you average, but at the same time the <em>lower</em> your chances of success if the DC is higher than your average. So for example if you need a result of 18+, an untrained has 15% chance of success, a trained has 6% chance, an expert has 1/216 = less than 0.5% chance!</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6869366, member: 1465"] I completely agree with your premise. Swinginess doesn't matter for attack rolls because most of them aren't individually crucial for success/failure on the whole combat, and instead it's rather the combination of many attack rolls that determine if you win or lose. But it does matter for skills because a lot more often one check determines a significant outcome rather than attrition. As a matter of fact, I like swinginess and randomness, but what I don't like is that because of swinginess, the 'expert' at a task is too often surclassed by someone else. I haven't house ruled skill checks yet, but if I do, I'd use [B]d8 + d12[/B]: less dramatic change in probability distribution than 3d6, you can still get a result up to 20, and more uses for the neglected d8 and d12 dice :) Not good, I think this means the more training you have, the higher your chances of success if the DC is lower than you average, but at the same time the [I]lower[/I] your chances of success if the DC is higher than your average. So for example if you need a result of 18+, an untrained has 15% chance of success, a trained has 6% chance, an expert has 1/216 = less than 0.5% chance! [/QUOTE]
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