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Would d20 systems be better if they used 5d4 rather than 1d20?
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Would d20 systems be better if they used 5d4 rather than 1d20?
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>>44501951
No, because the die rolling is not the only inherent flaw.
Classes, levelling, and feat traps would all still ruin it for ever.
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>>44501951
that would be 5-20 instead of 1-20, so i'm not sure how you think that's supposed to work.
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>>44501951
What is messing with the Bell-curve intended to solve?
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No.

What you need to do is multiply everything by 5 and turn it into a percentile system.
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>>44501951
The main reason DnD doesn't just use 5d4s is because 5d4 isn't actually random. It's a bell curve, which forms the crest of its curve at 10.

With 1d20, you are equally likely to roll any of those numbers on the chart. However, with a 5d4, you are extremely likely to roll a 10, and you are CONSIDERABLY more likely to roll a 9, 10, or 11 than any other number. While rolling either a 5 or a 20 are so unlikely, that they're nearly impossible to obtain.
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>>44502010
Pretty sure that the crest of 5d4 is 12,5 and not 10.

Also, there is nothing wrong with a rpg using a bell curve system. It just makes critical success/failures less frequent.
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>>44501999

So 5d20 percentile?

>>44502010
>While rolling either a 5 or a 20 are so unlikely, that they're nearly impossible to obtain.

So crits will be crittier and hits would be hittier, I don't see the problem?
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>>44501951

5d4 is a pain in the ass to roll though. If you're dead set on a bell curve, try 2d10.
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>>44502010
5d4 is random, but not drawn uniformly from 1 to 20.
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>>44502190
>5d4 is a pain in the ass

Well don't sit on the dice then.

>>44502010
>With 1d20, you are equally likely to roll any of those numbers on the chart.

...which admittedly makes "crits" a bit nonsensical. Like, there's absolutely nothing "special" about getting a 20 rather than a 19 with a d20.
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>>44501951

Well, that would mean that the lowest possible number one could get on a roll would be a five-this skews rolls a bit, but otherwise changes very little.
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>>44502167
5% miss or crit is required in OSR and 5e, but 3.5 should use a bell curve - 2+3d6 would be better. 15+ crits, save or die everywhere; a bell urge greatly helps that.
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>>44502246
An average roll of 12.5 versus 10.5 changes quite a bit math-wise.
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>>44502218
>Like, there's absolutely nothing "special" about getting a 20 rather than a 19 with a d20.
In pure probabilities, there isn't a difference between 4,4,4,4,4 and 3,2,4,1,2 (in order) either. They both have the exact same chance of appearing.
You're searching to deep into it, it's jsut a randomizer with assignated values.
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>>44501951
Try 3d6
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>>44502262

To be fair there IS a bell curve on crits via the "reroll to confirm" mechanic - so with "confirmation rolls" required on crits you have only a 1/200th chance of critting.
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>>44501951
No. Actually, they'd be worse, because it would take longer to find the result of each roll.
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>>44501970
This. The die used isn't a flaw. The retarded design decisions are.
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Have you considered just lowering the target number instead of throwing a shitload of dice to accomplish the same thing?
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>>44502539
20 times 20 is 400, anon.
Or did you mean 19-20 crits?
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>>44501978
>>44501951

try 4d6-4, 0-20 spread. heaviest around 10 and 11.
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Having a 20 sided die that just results in simple pass/fail is boring. A smaller die and larger variance in modifiers would be better, I think.

Really though, my favorite system is Fudge/Fate dice and Fate points. Dice results range from -4 to 4, bell curving pretty strongly toward 0. If you don't like your roll you can spend a fate point to add +2 or reroll.
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>>44505861
On a sidenote, you don't have to confirm with a new critical hit, just confirm with a successful hit roll.
So if I'm not mistaken it's closer to 1/40 chance to crit.
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>>44501951

Just roll 20d2/2 rounding up.
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There's no reason to bell curve your dice rolls. I went ahead and made a cumulative distribution for 5d4 (pic related). Dice simply exist as a randomizer. Let's say you want to create a task that a commoner could succeed at 60% of the time. On a d20 system, you'd set the DC at 9. Easy peasy. On a weighted system like this, you'd have to consult the chart to see that 12 or better is a 60% chance.
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