[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

> 1d20 vs 3d6 Why not 2d10?

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 188
Thread images: 22

File: 1311575262865.jpg (92KB, 1836x771px) Image search: [Google]
1311575262865.jpg
92KB, 1836x771px
> 1d20 vs 3d6
Why not 2d10?
>>
Gives a more normal distribution.
>>
>>53727274
Not the same bell curve.
>>
>>53727274
Are there systems that use it?
>>
>>53727274
It's gay and I hate gays.
>>
>>53727274
why not 5d4?
why not 1d8+1d12?
why not 2d4+2d6?
>>
Either you want the normal distribution of 3d6 or the uniform distribution of a d20. You basically never want some half-assed thing in the middle.
>>
>>53727274
Why not 3D20 take middle?
>>
Alright faggots, it time to play with fire d20 for stats down the line.
>>
>>53727442
Fuck, everytime
>>
Rolled 6, 1, 14, 12, 13, 2 = 48 (6d20)

>>53727442
You're on.
>>
>>53727411
That could be interesting way to play D&D. How advantage and disadvantage would work?
>>
>>53727442
>>53727462
I'm retarded, please be patient with me.
>>
>>53727331
I think storyteller does.


>>53727406
Higher crit chance without the swingy randomness of 1d20. 2d6+1d8 has an interesting curve that works great depending on modifiers.
>>
>>53727442
Lol, had to look this up

Barbarian here i come
>>
Rolled 16, 19, 20, 1, 1, 13 = 70 (6d20)

>>53727511
Git gud.
>>
>>53727472
Your dex is so low you actively jump into the attacks
>>
>>53727555
>said the retarded adolescent barbarian
>>
File: 56a7ee7eab02f.jpg (179KB, 1294x1230px) Image search: [Google]
56a7ee7eab02f.jpg
179KB, 1294x1230px
>>53727484
>>53727511
I give up.
>>
>>53727274
Why not 9d2s?
>>
>>53727274
The reason for 3d6 was to emulate 1d20 with normal dice.

There is no "magical thing that made us pick 3d6"
>>
>>53727274
I have considered it for homebrew. I gues it's good if you want some bell-curve but not as extreme as 3d6. Also, I like how all outcome probabilities are whole percent.
>>
>>53727665
Anon.

Jesus, Anon.

No.
>>
>>53727665
People actually wanting a bellcurve probability is a thing.
>>
>>53727482
Advantage is take highest, and disadvantage is take lowest. Just like normal.
>>
>>53727674
>Anon.
>Jesus, Anon.
>No.

I never said 3d6 emulate 1d20, stupid people decided to use 3d6 because "urr durr thats a ok substitute"
>>
>>53727274
Assuming you want to NOT use 1d20 because of non linearity and not because of how easy is to find d6, 2d10 -1 would be a good thing.

2d10-1 Its not linear, and there is 1% of getting a 1, 2% of getting a 2, 3% of getting a 3... up to 10% of getting a 10 and then 9% of getting a 11, 8% of getting a 12......
>>
>>53727695
Wrong.
>>
>>53727684
With rolling three dice that sounds pretty rough in both ways, though.
>>
the chance of getting the smallest number is 100/x^3, X is the number X at 3dX
as some example the chance of getting a 1 in 3d6-2 is 100/63=100/216

the second number has + 2*(100/x^3) chances of being selected than the first number
as some example at 3d6-2 the chance of 2 being selected is (100/6^3)+(2*(100/6^3)) or 3*(100/6^3)

After it, the chance of number N being selected compared to N -1, is (100/x^3) plus than the chance of N-1 being selected instead of N -2
as some example at 3d6-2 the chance of 2 being selected is the chance of 1 being selected + (2*(100/6^3)), and the chance of 3 being selected is the chance of 2 being selected + (2*(100/6^3)) +(100/6^3)
This kind of stuff stop after the X digit, at 3d6 -2, the X digit is 6

After it stop, the chance of number n being selected compared to N-1 is (100/x^3)*2 plus than the chance of N-1 being selected instead of N -2
No examples here because laziness
This happens x/2 digits.
After x/2 digits, the chance of the next digit is the same and then it decreases by this same value for more x/2, than it continue decreasing by usual (100/x^3) until the last possible digit
>>
File: 1478639324666.jpg (57KB, 1393x400px) Image search: [Google]
1478639324666.jpg
57KB, 1393x400px
>>53727684
>>53727751
It's pretty brutal, yeah. Much higher than the +/- 3.82 that dis/advantage gives.
>>
Rolled 2, 11, 6, 19, 14, 11 = 63 (6d20)

>>53727442
Rollang
>>
>>53727695
>I never said 3d6 emulate 1d20
>>53727665
>The reason for 3d6 was to emulate 1d20 with normal dice.

Uh huh.
>>
>>53727665

I'm going to take a wild swing and guess you've never taken a probability and statistics course. Or looked at the bonus/penalty behavior of GURPS's 3d6 roll.
>>
>>53727810
>>The reason for 3d6 was to emulate 1d20 with normal dice.
>Uh huh.

People decided "lets use 3d6 to have 1d20 with d6 that are common dices"

I DONT think 3d6 emulate 1d20, and HATE non linear dices (prefer the simplicity to convert real life data to linear dice) and would never use 3d6
>>
>>53727828
see
>>53727857
>>
>>53727563
>19
What? I mean he might anyway because he's pants on head retarded, but low dex is not an issue.
>>
Rolled 6, 2, 3, 6, 5, 6, 5, 3, 5, 6, 6, 5, 3, 3, 1, 3, 5, 6 = 79 (18d6)

Roll
>>
>>53727684
I really like that system.

All the other character building stuff gives you one consistent to hit stat, and then you roll three dice everytime and pick the middle unless you're in your class's favoured position or weak position.

Then skills work off your regular stats but you rank up which skills you're average and then good at. Giving you the middle and then high roll.
>>
>>53727887
>off by one
Wish I could roll like that IRL
>>
>>53727857
Except real life doesn't work on a linear distribution. It works on a gaussian distribution. Quite a lot maps to bell curves, which you will not get in the slightest with a d20.
>>
>>53727442
Are you calling me a faggot?
>>
Rolled 3, 14, 8, 3, 18, 15 = 61 (6d20)

>>53727971
>>
>>53727955
>Except real life doesn't work on a linear distribution
You can convert gaussian distribution to a linear one
>>
>>53728019
And it doesn't work when you do that. On a 3d6, 3 and 18 can occur once: 1, 1, 1 or 6, 6, 6.
4 and 17 can occur 3 times: 1, 1, 2; 1, 2, 1; 2, 1, 1 or 6, 6, 5; 6, 5, 6; 5, 6, 6.
10 and 11 both can occur 27 times. I won't write those out.

On a d20, 1, 2, 10, 11, 19, and 20 both occur once. You see how there's no average here? How it doesn't accurately model a gaussian distribution because there's no mode here, the d20 doesn't tend towards anything on an individual roll. Every roll has an equal chance of coming up any number. While it may be statistically likely that after 10,000 rolls, 10.5 comes up as the average, that isn't how it works at the individual (read: game) scale.
>>
>>53728103
at 3d6

3 happens 0.46% of the time
4 1.39%
5 2.78
6 4.63
7 6.94
8 9.72
9 11.57
10 12.50
11 12.50
12 11.57
13 9.72
14 6.94
15 4.63
16 2.78
17 1.39
18 0.46%


How is this can't be represented with a linear dice?
>>
>>53728132
Because a d20 doesn't have a mode. The average on a d20 is not average, as it's as equally likely to occur as the extremes. 9-12 happen 1/5 times, just like 1-4 and 17-20, while on a 3d6 there is a distinct mode where 9-12 happen 104/216 times. Did you even read my post? Do you understand probability?
>>
>>53728132
0-0.46 = 3
0.47-1.85 = 4
1.86-4.63 = 5
4.64-9.26 = 6
9.27-16.20 = 7
16.21-25.93 = 8
25.94-37.50 = 9
37.51-50.00 = 10
50.01-62.50 = 11
62.51-74.07 = 12
74.08-83.80 = 13
83.81-90.74 = 14
90.74-95.37 = 15
95.38-98.15 = 16
98.16-99.54 = 17
99.55-100.00 = 18
>>
Rolled 2, 6, 17, 9, 20, 14 = 68 (6d20)

>>53727442
Let me try
>>
Rolled 2, 11, 8, 13, 19, 4 = 57 (6d20)

>>53727442
I'm either going to be glad I'm not in Vegas, or I'm going to regret not being in Vegas.
>>
>>53727274

Depends how you want probability to work. Games like 5e are notoriously swingy with the dice having a huge say in how things turn out. Some players enjoy the possibility of pulling off something unlikely, others dislike having their half-ogre barbarian fail to kick down a door that the party wizard handles with ease.

I've seen 2d10 proposed as a way to make 5e less random. It's not a terrible idea if your players are on board. Add a third dice to handle advantage/disadvantage and discard the appropriate die. Or still roll two dice but double the higher/lower one to get your result.
>>
>they haven't seen the light that is 1D6 exploding on 3+
>>
why not flip a coin?
>>
>>53728196
>as it's as equally likely to occur as the extremes. 9-12 happen 1/5 times, just like 1-4 and 17-20, while on a 3d6 there is a distinct mode where 9-12 happen 104/216 times


What matter is the % of getting the dice result, not the final number you get at the dice, you wouldnt compare the chance of getting a 9-12 on a 1d20 witht he chance of getting a 9-12 in a 3d6, because 9-12 on 1d20 is 4 out of 20, while 9-12 at a 3d6 is 104 out of 216

a 4 in a 3d6 is not a 4, but (1,1,2), (1,2,1), (2,1,1), its 3 different dice rolls.

While in a 1d20 both the 3 and 4 are just one dice roll, and so they will happens the same amount of time as each other since they are the same amount of different dice rolls.
>>
>>53728368
>>53728103
Yes. I know. What you are explaining to me, what I already know, shows why a gaussian distribution doesn't work on a d20, because the d20 itself does not tend towards any result. Every face has an equal chance of occurring. That is not like a gaussian distribution at all, where results tend towards the average result, 50%. 3d6 tends towards the center by having those center numbers (10 and 11) having the highest number of possible combinations of dice out of any other number, and the further you get from those two number, the fewer possible combinations there are. This is not the case with a single die, because every number has an equal chance of occurring. This is why a gaussian distribution cannot be mapped to a d20. Because the d20 does not discriminate against which number it rolls. All numbers are as likely as any other.
>>
>>53727274
>not 3d20 pick the middle one
>not having a advantage/disadvantage system
Do you even roll?
>>
>>53728478
>Because the d20 does not discriminate against which number it rolls

But you don't roll specific numbers, if you want something to have a higher chance you would group them together.


If you want that something has 3 times more than a 1 on a 1d20, you would group as some example 2, 3 and 4 (on a 1d20) as the same thing
>>
>>53727495
Storyteller is a d10 based dice pool system.
>>
>>53728527
>you would group as some example 2, 3 and 4 (on a 1d20) as the same thing
To explain better it would have no difference b etween rolling a 2, 3 and 4, like there is no difference in 3d6 if you roll a (2,1,1) (1,2,1) or (1,1,2)
>>
>>53728546
Then you can't use modifiers.
>>
>>53727274
Because people don't understand mapping.

>muh distribution.
>>
>>53727857
>dices
>>
>>53728685
>multiple set of die is called dice
>multiple set of dice is called dices
Pick two.
>>
>>53728527
>>53728546
Okay. Remap everything on a d20 that the 3d6 does naturally so you can get a gaussian distribution on it. Why? How is that simpler than just rolling 3d6, which are gaussian by default? Actually, does any system map different distributions to d20s? I've never heard of one that does this, probably because it's a pain in the ass to memorize a table compared to just rolling dice that already give you the distribution you want.
>>
>>53728840
>How is that simpler than just rolling 3d6, which are gaussian by default?

Because if you want simple percentages at at any moment , you can easily use it
>>
>>53728904
Can you give an example of how a gaussian distribution on a d20, d1000, whatever gives a simple percentage at any moment compared to 3d6? I can't think of any.
>>
>>53728926
I'm pretty sure he means "simple percentages" as in "not gaussian".
>>
Rolled 11, 15, 7, 1, 8, 9 = 51 (6d20)

>>53727442
Fuck ye.
>>
>>53729023
Fuck no
>>
>>53727331
SLA Industries
>>
>>53728103
>trying to argue with D20tards
Anon...
>>
Rolled 10, 5, 9, 6, 5, 4 = 39 (6d10)

>>53727442
Let's go
>>
Rolled 6, 2, 4, 8, 5, 11 = 36 (6d20)

>>53727442
SDCIWC
>>
File: rng.png (13KB, 750x500px) Image search: [Google]
rng.png
13KB, 750x500px
2d10 is my favorite roll and it's so rarely used.
>>
>>53728993
I really don't know what that means. If he means rolling a d1000 where 1-46 is 3, 47-139 is 4, 140-278 is 5, etc., I don't see how that's in any way, shape, or form better for play than just rolling 3d6.

How is he converting 0.46% chance to a d20, or a d100? The smallest % you can get on either is 5% and 1%, respectively. He said you can convert a gaussian distribution to a linear one, and the only way I'm seeing of doing that is creating ranges on a d100 which requires you to know the percentages of a 3d6 to know your result, or look up unintuitive result bands on a table, when you could just roll 3d6 and be done with it.

Please tell me I'm horribly wrong here and am completely misunderstanding him, because I really want to be misunderstanding him right now.

>>53729123
How are either of us to improve if we don't challenge each other's ideas? Am I to let each fester in their respective echo chambers?
>>
>>53729212
I much prefer to use 2d10 to emulate a d100
FFG Warhammer 40k, oh yeah.
>>
>>53727274
Because 3d20 take middle is master race.
>>
>>53727274
>1d20 and 3d6
>average roll of 10.5
>2d10
>average roll of 11
Other acceptable roll types include:

1d12+1d4+1d2
1d10+2d4
1d10+1d6+1d2
1d8+4d2
1d8+1d6+1d4
2d8+1d2
1d6+1d4+3d2
3d4+2d2
7d2
>>
>>53729756
>7d2
MASTER RACE
>>
>>53727274
>>53727331
Doesn't the Fantasy Flight 40k RPGs like Only War and Rogue Trader use 2d10?
>>
>>53728132
I can be, just need a dice with enough faces
>>
>>53730605
All d100 games tell you to emulate d100 with 2d10, anima, rolemaster, warhams, etc...
>>
>>53727274
D10 are not platonic solids, they shouldn't exist to begin with
>>
File: DareYouEnterMyProbableRealm.png (104KB, 1709x396px) Image search: [Google]
DareYouEnterMyProbableRealm.png
104KB, 1709x396px
4d6-4
>>
File: 2016_10_03_14.33.51.png (30KB, 257x283px) Image search: [Google]
2016_10_03_14.33.51.png
30KB, 257x283px
Rolled 19, 16, 7, 3, 16, 4 = 65 (6d20)

>>53727442
>>
File: Untitled.png (40KB, 1102x675px) Image search: [Google]
Untitled.png
40KB, 1102x675px
>>53727274
1d20 gives a flat distribution and equal chance of all number.
3d6 gives a bell curve and is the most common die type that people will have access to.

2d10 gives you a very angular distribution, not something you want to see if you are attempting a bell curve. And not something you want to see if you are looking for even distribution, either. It also uses unusual dice, so unless you regularly play World of Darkness/Legend of the Five Rings, most people probably won't have two d10 dice readily available.

That said, if you want to see a system which uses it: Eclipse Phase. That system uses a d% system, but it also uses 1d10 and 2d10 for non-skill based rolls, such as weapon damage.

>>53727375
>>53730867
I've seen 5d4-2 proposed, as a way to replicate the 3-18 curve.
>>
File: DCC dice.jpg (22KB, 500x348px) Image search: [Google]
DCC dice.jpg
22KB, 500x348px
>>53730771
>platonic solid
Do I look like someone who cares?
>>
File: 3d20m master race.png (101KB, 1333x850px) Image search: [Google]
3d20m master race.png
101KB, 1333x850px
>>53727274
>not being a 3d20m patrician
PLEBEIANS ALL OF YOU
>>
>>53731009
>most people probably won't have two d10 dice readily available.
Or any d100% system.
Or ever bought your dice in a set
>>
Rolled 19, 16, 14, 20, 9, 10 = 88 (6d20)

>>53727442
let's do dis
>>
File: 1496504026892.png (20KB, 257x379px) Image search: [Google]
1496504026892.png
20KB, 257x379px
>>53731109
>19 str
>16 dex
>14 con
>20 fucking int
I have become an ubermensch
>>
File: 1495136990139.png (358KB, 710x400px) Image search: [Google]
1495136990139.png
358KB, 710x400px
>>53727274
I wouldn't be opposed to it. 1d20 is best if you want the concept of a critical to be able to exist well, but 2d10 works fine. 3d6 is pussy shit, 5d4 or get out of my face with you're middle of the road. If you were so concerned with "muh bell curve" you'd roll 10d3-10 every time.

Reminder that a bell curve doesn't do anything except make modifiers inconsistently powerful. +5 is always +20% with 1d20. It's a moving target with any multiple dice roll. If you want a less han readable system for no justifiable reason, fine. There are far better ways of making a system more consistent. Like taking 10. Or...? Not rolling when the result is obvious.
>>
File: 1491594609034.jpg (79KB, 480x529px) Image search: [Google]
1491594609034.jpg
79KB, 480x529px
>>53727411
>>53728504
>>53729533
>>53731090
these guys know what's up
>>
>>53729212
Indeed. It gives more stability than 1d20 but has more swinginess than 3d6. Seems like a good compromise.
>>
File: Fun.jpg (31KB, 225x272px) Image search: [Google]
Fun.jpg
31KB, 225x272px
Rolled 17, 14, 12, 20, 2, 3 = 68 (6d20)

>>53727442

inb4 a character with sub-5 and borderline autistic stats.
>>
>>53731241
>20 int
>2 wis
Well, you got the "autistic" part down pat.
>>
Rolled 15, 10, 6, 15, 4, 6 = 56 (6d20)

>>53727442
I'm a human fighter.
>>
>>53731070
>Do I look like someone who cares?
You probably should.
https://www.youtube.com/watch?v=8UUPlImm0dM

In short: the surface a die lands out changes how it tumbles. This doesn't matter much for a "fair" die since all sides are equal, but your 5-sided or 7-sided die is ultimately going to have some sides favored due to the surface you roll them on.

You might want to look into barrel dice or something like a top, if you want a fair 5-sided object.
>>
>>53730880
Looks like a good spread for a ranger.
>>
How would you do adv/dis with 3d20m? Just high/low?
>>
Rolled 10, 18, 10, 10, 19, 3 = 70 (6d20)

>>53727442
The die is cast.
>>
>>53731574
Dex cleric? Frail ranger or monk? Wise rogue?
>>
Rolled 19, 3, 10, 8, 5, 1 = 46 (6d20)

>>53727442
here we GO
>>
>>53731548
I'd rather just change the system outright, to be honest.
>>
>>53731651
The single most bumbling fighter and/or barbarian ever.
>>
Rolled 9, 9, 11, 4, 17, 15 = 65 (6d20)

>>53727442
>>
File: 1471380139856.jpg (87KB, 741x899px) Image search: [Google]
1471380139856.jpg
87KB, 741x899px
Why not use 20 d1s instead of 1 d20?
>>
>>53731725
Shit. Looks like the best I can do is sit on a park bench and give people simple life advice. NPC mode is a-go.
>>
Rolled 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 = 20 (20d1)

>>53731736
Because this is why.
>>
File: Rune Math 1.png (11KB, 1607x367px) Image search: [Google]
Rune Math 1.png
11KB, 1607x367px
So I'm creating a game with a new roll mechanic using runes. How's this probability distribution?
>>
File: Rune Math 2.png (11KB, 1600x367px) Image search: [Google]
Rune Math 2.png
11KB, 1600x367px
>>53731846
Huh, anydice didn't export right....
>>
>>53731846
>>53731863
It's perfect.
>>
>>53727375
>Not using based floor((1d100+4d20+1d10+5d2)/5) systems
>>
I use the (roll 1d16 3 times and get the middle value) +2
>>
>>53731846
>>53731863
Just screenshot it. Or provide the formula for others to put it in themselves.
>>
>>53731932
>>53732103
output (1d2-1)+((1d2-1)*2)+((1d2-1)*3)+((1d2-1)*4)

Basically, you have four runes. Each with a number one one face (1-4), and the other side being blank. Flip them and count all showing numbers.

Mathematically, results range 0-10, with the numbers 3-7 having twice as much odds of coming up as any of 0-2 or 8-10. Very shallow bell curve.

But as a bonus, you get to flip runes. Which is dope.

I'm thinking unskilled characters only flip the 1-3 runes, thus resulting in scores of 0-6 with an average of 3 (3 is also the only result that has a higher odds of coming up in comparison to the other possible results).
>>
File: 1496804089755.jpg (181KB, 1024x768px) Image search: [Google]
1496804089755.jpg
181KB, 1024x768px
3d6 is best shut the fuck up and delete this thread
>>
>>53732366
It really isn't. I was a 3d6 apologist once, now I'm a 3d20 dis/advantage guy.

You will see the light one day.
>>
>>53732423
delete your post
>>
>>53731768
Is that a critical hit?
>>
File: Untitled.png (13KB, 1102x502px) Image search: [Google]
Untitled.png
13KB, 1102x502px
>>53732229
Strange system. You start seeing diminishing returns at the highest levels, between where it is almost a guaranteed success (2+ required to succeed) and a fully guaranteed success. But you also see similar diminishing returns when first training in a skill as well; trying to go from a 10 required, to a 9+ required, to a 8+ required, is a steep slope. I'd suspect that it would lead to players focusing more on specializations as they become familiar with the system. After all, if it is really easy to cruise up a skill to where only a 3+ is required on tests, or easy to maintain that level, then they'd probably want to focus on that. It gives the best returns.

This depends on how the stat and skill gains work in the system, after all.
>>
>>53731206
What system/s do this?
>>
>>53732607
>This depends on how the stat and skill gains work in the system, after all.
Right now I'm torn between two structures. Either attributes that go from 1-10 and are directly added to throws to determine success (this is the one where skills are either trained or untrained, and you get either 3 or 4 runes depending), or a system where skills and attributes both go from 1-5 and both are added to a throw (trying a skill at 0 gets you 3 runes instead of 4 in this one as well, but it's less likely to occur).

Still nowhere near primetime, but it's chugging along. The game is going to deal with concepts of fate and destiny and such, which is why I liked the idea of throwing runes as a mechanic. It's my favorite form of divination.
>>
>>53727331
Splittermond (some kraut-only system) uses 2d10.
If the roll is 3 or less it's a crit-fail, at 19 or higher it's a crit-success.

With every roll there's also the option to roll 2d10 and drop the lowest (so there are neither crit-fail nor crit-success) or to roll 4d10, and drop the lowest 2 for higher chance of crit-success, but also for higher chance of crit-fail if the 2 dropped die add to 3 or lower.
>>
Rolled 20, 3, 5, 11, 12, 1 = 52 (6d20)

>>53727442
>>
>>53732792
Strength: 20+2
Dexterity: 3
Con: 5+2
Int: 11
Wis: 12
Cha: 1

This dwarf was offered power at a price by a god, he could gain inhuman strength at the cost of his youth. He is now of inhuman strength but his age is hard to ignore, he lacks the nimbleness or vigor of his youth, his age shows clearly on his face and he has begun to suffer from dementia making him extremely blunt and confused about who he is talking to.
>>
Rolled 19, 13, 4, 6, 6, 16 = 64 (6d20)

>>53727442

Let's see if this peasant is the chosen one or a subretard invalid who wouldn't make it past infancy.
>>
Rolled 19, 7, 13, 1, 6, 16 = 62 (6d20)

>>53727442
>>
Rolled 13, 5, 19, 9, 13, 19 = 78 (6d20)

>>53727442
to become a god
>>
File: Playing Space Chem.png (18KB, 213x210px) Image search: [Google]
Playing Space Chem.png
18KB, 213x210px
>>53732878
Charming tard?
>>
>>53732863
A supertard, but a cool one. I'm calling the tard from one of Gabriel M's stories.
>>
>>53732910
>>53732863
Tard party?
>>
>>53732863
A sexy weight lifter suffering from mental retardation and hemophilia.
>>53732878
An even more retarded sexy weight lifter but this one doesn't have hemophilia
>>53732881
A genius who can take a bullet to the head, also he's pretty clumsy so its good he's so resilient.
>>
>>53732752
How are you doing it physically, with coins? It sounds really cool.
>>
>>53733222
>How are you doing it physically, with coins?
For now, yes. We actually plan to make runes, though. We have a couple designs we wanna try out.

One is a collection of basically fat matchsticks cut squared with four sides, half of those sides being printed with a number on them.

Another is effectively 3d-printed plastic runes with the numbers notched in.

My premise was to make a tabletop game that could effectively be played in any situation. There are a few scenarios where you might not get d6s, but I can't think of any situation in which you couldn't make/scrounge two-sided objects to flip.
>>
Rolled 15, 15, 2, 6, 1, 3 = 42 (6d20)

>>53727442
I have a good feeling about this
>>
>>53727274
>not explosive 4d4 - 4
http://anydice.com/program/bf8a
>>
I'm creating a game with a new dice mechanic. Probability was never a strong suit of mine but I figured I'd share it and see what people thought.

-Roll d10 equal to skill level, max level 10
-Choose 3
-Specialized skills = choose 4
-Crits are rolling triple 10's
-Fumbles are rolling triple 1's
-You can sacrifice a single 10 to stop fumbles
>>
Rolled 5, 2, 5, 6, 7, 9 = 34 (6d20)

>>53727442
Rollan'
>>
>>53733652
So you can't crit-fail with a skill level of 2 or less?
>>
>>53733722
/tg/ always gives you retard stats, truly this board is sentient an knows us.
>>
Rolled 3, 5, 16, 8, 10, 1 = 43 (6d20)

>>53727442
>>
>>53733728
True. Might make the rule 'roll triple 1' or 'you roll all 1'
>>
>>53733722
>not a single stat above 10
>26 below average
>like, almost half the points
>bed ridden retard
>but he's okay to be around, I guess
>>
Rolled 20, 3, 3, 16, 16, 15 = 73 (6d20)

>>53727442
Also my own system: explosive 7d2-6:
>14, 18, 12, 10, 7, 20
>A bard, ex-circus member with no sense of right and wrong
>>
Rolled 15, 13, 13, 19, 16, 11 = 87 (6d20)

>>53727442
>>
>>53727331
Call of Cthulhu
>>
>>53733652
That sounds mediocre to me, because the hard maximum result (30 or 40) doesn't increase at skill levels above 4, and the difference in average result between consecutive levels 4 or less (ex: level 2 vs. level 3) is very steep.

I can't give a better idea without knowing what your game is about, but I think you should try [2d10 + skill] for rolls with a single sum result, and only use dice pools for multi-success rolls.
>>
Rolled 10, 6, 11, 10, 17, 10 = 64 (6d20)

>>53727442
>>
>>53727274
I don't even know if this is a joke or not
With 2d10 you cannot even roll a 1 if you consider zeroes to be 10s, but if you don't then you're never going to achieve a 20.
>>
>>53739483
The numbers on the 2d10 (1d100) dice confuse me but in order to get an even distribution of number between 1 and 100 the 00 face has to be 0 and the 0 space has to be 10.

After you roll you simply add up the numbers. I guess they didn't put 10 on the 0 space so you don't confuse it with the 10 on the other die.
>>
>>53727495
>inflating the crit chance
You just want to feel like you're accomplishing more.

Crits are meaningful because they are rare.
>>
>>53739483
On 3d6, you can't roll a 1, a 2, a 19, or a 20. Also, the standard deviation of 3d6 is only around half that of 1d20 (2d10's is at least a bit more than two thirds).
>>
>>53740431
OP is literally claiming you can replace 1d20 with 2d10.

3d6 posters take pride in claiming 3d6 isn't like 1d20.

There is a difference.
>>
>>53731070
How is twiceD3 not a platonic solid?
It's a cube.
>>
>>53731447
>Not just using a computer to generate random numbers in whatever range you need.
>>
>>53740962
>Not using a computer to generate a random language, then using a decryption program to translate the language and using the time for how long it takes as your roll.
>>
>>53740962
>Implying computer generated random numbers are actually random
>Implying computer generated random numbers are significantly more random than just rolling fair dice
>>
Rolled 19, 15, 13, 15, 17, 12 = 91 (6d20)

>>53727442

ROLLAN
>>
>>53741283
Hell, yeah. That's one ridiculous character.
>>
>>53733722
These are my irl stats
>>
Rolled 20, 18, 15, 4, 10, 20 = 87 (6d20)

>>53727442
Here we go.
>>
Rolled 6, 12, 6, 19, 17, 16 = 76 (6d20)

>>53727442
Fine. Let's do it.
>>
>>53742093
Str 6
Dex 12
Con 6
Int 19
Wis 17
Cha 16

Okay. Here's the deal. I'm never going into combat unless I absolutely have to, and then I'm sniping from the back of the group. Mostly, I'll just come up with ingenious and cunning plans and inspire people to follow them.
>>
File: wizard.jpg (33KB, 468x300px) Image search: [Google]
wizard.jpg
33KB, 468x300px
Rolled 9, 14, 10, 15, 18, 2 = 68 (6d20)

>>53727442
I Cast Ultimate Roll
>>
>>53727885
Pretty sure that a humanoid with 1 dex has insufficient coordination to do more than flop on the ground.
>>
Rolled 9, 10, 17, 1, 5, 4 = 46 (6d20)

>>53741283
good rolls bro
let's roll random gods
>>
Rolled 4, 5, 20, 14, 15, 7 = 65 (6d20)

This is mildly amusing. 6d20 might be fun for a one shot.
>>
>>53727472
Congratulations.

You are a stone.
>>
>>53741253
type "number generator" on google and search. Then come back at me.
>>
>>53739483

>With 2d10 you cannot even roll a 1 if you consider zeroes to be 10s
>if you consider zeroes to be 10s

That is your problem.
Each dice should be a digit of the final number, so two 0 should be 0
00-99 roll under

Each dice should be the problem
>>
Rolled 13, 10, 20, 20, 10, 6 = 79 (6d20)

>>53727442
Life has lost all meaning.
>>
2d10 -1 (or the the sake of simplicity d1-10 +d0-9) is the real deal

You have non linearity with the a simple way to find probability (and so not fuck your game because you dont't what the hell you are actually deciding when you decide what number the 3d6 guy have to roll under, over, be equal or whateaver)
>>
Rolled 6, 14, 13, 18, 5, 12 = 68 (6d20)

>>53727442
Awww yiss.
>>
>>53743994
>Each dice
Go back to first grade and stay there until you figure out how to differentiate singular and plural words.
>>
>>53744075
>20 con
>20 int

that's some battle wizard shit right there.
>>
File: 1379003114371.jpg (101KB, 640x516px) Image search: [Google]
1379003114371.jpg
101KB, 640x516px
>>53745087
Str 6
Dex 14
Con 13
Int 18
Wis 5
Cha 12

WIZARD

>INT 18
>WIS 5

I'm gonna do some weird, irresponsible shit.
>>
>>53727274
>Using dice
>>
Rolled 6, 13, 7, 1, 20, 6 = 53 (6d20)

dice+6d20
>>
File: 2020.png (27KB, 1163x435px) Image search: [Google]
2020.png
27KB, 1163x435px
|d20-d20| is the only way to go
>>
>>53727331
Dungeons: the Dragoning 40k 7th ED. The one and only RPG system you need to play.
>>
Rolled 1, 4, 19, 1, 19, 13 = 57 (6d20)

>>53727442
Alrighty
>>
Rolled 3, 13, 6, 12, 13, 12 = 59 (6d20)

>>53727442
>>
Rolled 4, 12, 8, 17, 8, 1 = 50 (6d20)

>>53727442
>>
>>53727274
2d10 has a higher average value than those two.
>>
>>53727274
2d10 is very different from 3d6. I use 2d10 as base in the game I'm writing and personally love how it works, since it makes every +1 meaningful and yet allows a decently wide spectrum of bonuses/penalties without going to the point where the bonuses or difficulties make rolling dice meaningless.
3d6 narrows that range but at the same time makes the impact of every plus or minus one point even more meaningful.
Both are pretty patrician choices in my book.
>>
>>53727274
Because those aren't Platonic solids
d10 were a mistake
>>
15d2-12 is the way to go.
Thread posts: 188
Thread images: 22


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.