New power: Bell Curve [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
zzo38

08-15-07, 08:41 PM
Bell Curve
Clairsentience
Level: Psion/wilder 3, Psychic Warrior 3
Manifesting time: 3 rounds
Range: 0
Area: 5ft/level radius around where it was manifested
Duration: 1 round/level
Saving throw: None
Power resistance: No
Power points: 5

Select one version when manifesting the power:
(1) Any dice rolled in the area is instead rolled twice and use the result closest to the middle (for example 10.5 for a d20). If both are equal difference from middle but in different direction, roll again.
(2) Any dice rolled in the area is instead rolled twice and use the result farthest to the middle (for example 10.5 for a d20). If both are equal difference from middle but in different direction, roll again.
Augment: You can augment this power in one or more of the following ways:
(1) Spend 2 additional power points to make it dismissable
(2) Each 1 additional power point increase duration by 1 round
(3) Each 1 additional power point increase radius by 5 ft
(4) Each 1 additional power point increase range of where origin can be placed by 5 ft


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Please tell me if is good, bad, too powerful, or whatever. How to fix it? Would you use it? If you have any other comment, idea?
InkBlot

08-15-07, 08:56 PM
Interesting power. Definatly not overpowered. Should be 1st level. But then again, my characters don't play many dice games.
zzo38

08-15-07, 11:31 PM
Interesting power. Definatly not overpowered. Should be 1st level. But then again, my characters don't play many dice games.
I'm talking about attack rolls and stuff like that.
BloodSpill

08-16-07, 01:01 AM
Alternate power name: "I forgot my dice. Can I take average?"
ChimericalWolf

08-16-07, 08:32 AM
Hmm, maybe a less complex version of this power rolls 3d6 instead of d20s? Like the UA Bellcurve variant?
Andorxor

08-16-07, 08:56 AM
I'm talking about attack rolls and stuff like that.

No,you didn't.You talked about dice rolled in the area,that means dice in the gameworld,because this is where the area is.
munin

08-16-07, 09:33 AM
How about "All attack rolls, saving throws, skill checks and ability checks in the affected area use 3d6 instead of 1d20 and then apply modifiers normally."

This removes the chance of critical failures and most critical successes (a few weapons will still have very infrequent critical hits) and of course pushes results towards the median.
Witch

08-16-07, 09:35 AM
You forgot damage dice in that list. Or other dice.


The effect should allow spell resistance.
ChimericalWolf

08-16-07, 10:50 AM
Now, if I were going to do this power, I would probably just make it a personal buff, or a targeted debuff.
munin

08-16-07, 11:33 AM
You forgot damage dice in that list. Or other dice...The effect should allow spell resistance.

I was only doing 1d20 rolls, easy to bell curve with 3d6. You could add level checks to the list, like manifester level checks.

Weapon damage rolls are pretty much dominated by modifiers, so most of them are a square curve already tight on the median. Trying to make general rules to convert these to bell curves didn't seem worth the trouble. And once you get past 3rd level or so, most damage rolls from spells and powers are already pretty bell curve-like.
zzo38

08-18-07, 10:57 AM
It should affect: attack rolls, skill checks, saving throws, ability checks, spell failure rolls, overcoming spell resistance, concealment checks, single dice damage rolls, and single dice variable numeric effects (such as healing), and change them to roll twice and choose the number closest/farthest from middle (depending on version used). Also tell me if the level of the power should be changed.
Tsuul

08-18-07, 12:39 PM
Infinite loops, Infinite loops!
Roll a 10 and an 11 on a d20 = roll forever.

As for this power being nicknamed "Can I take average?" Don't waste the PPs, just ask your DM. One of the other players in my group takes the average often, he just hates counting past 10 it seems.
RadicalTaoist

08-18-07, 03:35 PM
Replace 1d20 rolls with 2d8+1d6-2 rolls. Same range, much more normalized results.
DrStalker

08-19-07, 07:18 AM
If this is for affecting dice rolled in the game world it's a cool idea and I approve; it should have it's level lowered tough.

If this is for affecting dice the players roll the power is all all sorts of confusing and messed up, and I'm not sure what's intended exactly.
Witch

08-19-07, 07:29 AM
How do you mean, all sorts of confusing and messed up? You theme the power so that "You supernaturally diminish the impact of luck, whether your own or your enemy's."