Dnd is built with the 1 to 20 number range in mind, but ons is it guaranteed miss and 20 is a guaranteed to hit.
Will you make more sense to roll a D22? With a face reading zero for the guaranteed hit and a face reading 21 as the guaranteed hit?
No. Because some things, like skills, just count the natural 20 as 20+modifiers.
Why would that make more sense?
Rolled 4 - 1 (1d23 - 1)
I feel as though OP is having difficulty with something.
Dnd is built with the 0 to 21 number range in mind, but zers is it guaranteed miss and 21 is a guaranteed to hit.
Will you make more sense to roll a D24? With a face reading negative one for the guaranteed hit and a face reading 22 as the guaranteed hit?
>>44100431
That makes critical 8.34% OP! Think about it!
>>44100431
>op misspells one in opening paragraph
>shit poster misspells zero in opening paragraph.
I like your attention to detail.
>>44100431
At least you can actually buy a d24
>>44099628
Short answer: No.
Long answer: D20 is good because it has a nice round 5% probability of each side occuring. Easy to work out.
>>44105850
But only 18 of those matter in really to you're modifier. The 1 always misses and the 20 always hits.
>>44099628
Why would you want to use dice that aren't platonic solids? Are you some kind of heathen?
>>44106322
>The 1 always misses and the 20 always hits
It's not always only most of the time (skill checks for example don't do that). That aside so what if only 18 increments matter. Its still divisions of 5% which is nice and convenient.
>>44103601
How the fuck do I even read this thing?
>>44106983
in that picture the die is balanced on one of its points when it lies flat there is a level side facing up.
>>44108500
>>44106983
The pictured die reads '4'. It is not balanced on a point.
>>44099628
I prefer rolling a D24. That way -1 is a guaranteed miss and 24 is a guaranteed hit. You have a 0 to 23 range.
Its better somehow.
Best d20 alternative coming through