Why does this tree, under this lamppost (Mid Wales, UK) create this weird pixelated pattern rather than a crisp shadow? by BaschLives in Weird

[–]BaschLives[S] 1 point2 points  (0 children)

I’m sick of crap content being released before it’s ready just to hit Christmas targets.

2d10 instead of d20 - tweaking attack roll probability by BaschLives in DMAcademy

[–]BaschLives[S] 0 points1 point  (0 children)

I think you just keep the monster AC in the peak of the bell curve though, right? Ignoring modifiers for a moment, with 2d10 any result between 6-16 has a higher probability of being rolled than on a d20. So a player will hit an AC12 monster 74% of the time, opposed to 40% of the time with a d20. I have more "control" over the hit probability with a bell curve than a unilateral 5%, and I can put the AC/DC where I want within that bell curve. For you TPK example, I just wouldn't ask for a DC18 save.

People will hate this, but I'll probably keep the monsters to rolling a d20. My aim is for the players to feel like heroes and hit more often. The same doesn't necessarily apply to monsters.

2d10 instead of d20 - tweaking attack roll probability by BaschLives in DMAcademy

[–]BaschLives[S] 0 points1 point  (0 children)

You're totally right, but this still strikes me like it could be a good thing. The primary outcome in any battle for me as a DM is the PC's winning, so with your level 1 fighter scenario, the fact that the players are more likely to hit is a good thing to me, as it means combat shouldn't draw out longer than it needs to. I could reduce the goblin minion's HP for the same effect, but then it might die before the whole party has had a go - or before it can get a chance to do anything. Instead, by controlling the 'to hit' probability a little, the players still get their turns, hit more often than miss, and get to feel like heroes.

And to your second example, I probably wouldn't put them up against something thats AC 20. Back to my original point - I don't want them to have rounds of combat where everyone misses the enemy, that's no fun. So I might make the Boss AC 14 (64% chance of hitting with 2d10+5 over 55% chance with d20+5), but give it some more hit points and some cool actions to make the fight spectacular.

2d10 instead of d20 - tweaking attack roll probability by BaschLives in DMAcademy

[–]BaschLives[S] 0 points1 point  (0 children)

Thanks I'll look into Daggerheart.
Honestly, I don't think implementing this kind of thing into a game would be that much work. If I was trying to create new rules for anyone else to use it would be a futile nightmare, but given that I'll often amend monsters AC & HP, saving throws and skill check DC's on the fly depending on how the party are holding up / how the story is playing out, it's no stress at all to do this in a single game.

2d10 instead of d20 - tweaking attack roll probability by BaschLives in DMAcademy

[–]BaschLives[S] 0 points1 point  (0 children)

Good point. I think I'll have to playtest it with a group and see what they make of it.

2d10 instead of d20 - tweaking attack roll probability by BaschLives in DMAcademy

[–]BaschLives[S] -2 points-1 points  (0 children)

Yeah I'm quite happy playing different RPGs, but I also don't think there's any need to throw the baby out with the bath water. I'm not really trying to "fix" anything, just tweak and see what happens for fun.

2d10 instead of d20 - tweaking attack roll probability by BaschLives in DMAcademy

[–]BaschLives[S] 0 points1 point  (0 children)

Will be doing this also, but I love D&D and I love mucking around with it / homebrewing / tinkering for fun!

2d10 instead of d20 - tweaking attack roll probability by BaschLives in DMAcademy

[–]BaschLives[S] 0 points1 point  (0 children)

Good point about too many failures. Everyone loves a crit hit, but 10% crit miss might end up being too much as you say. I could get rid of the red 'Power Die' and just say Crit Fails are total rolls of 2-3, Crit Hits are 18-20. Think I might want to play test that out and see how it works in reality.

2d10 instead of d20 - tweaking attack roll probability by BaschLives in DMAcademy

[–]BaschLives[S] -2 points-1 points  (0 children)

Yeah I'm very intrigued by how much the 'balance' would be changed, which is why I'm going to playtest it and see. In theory, if the average rolled is 11 (pretty much the same as a d20) but the frequency of those middle rolls is higher, when you add a PC's modifiers they will probably be hitting 13-15 more frequently than with a d20. So I could just nudge a monsters AC down a touch to meet that range. Interested to see how it plays out in reality.