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| #1MaudroJul 20, 2008 19:08:54 | Some players want to have more control on dice results and find D20 dice result is too «uncertain». Unearthed Arcana describes a 3D6 alternative to replace D20, it brings players a good control on challenge results but less surprise and heroic possibilies, it usually leads to a «bonus oriented game». That is why I use a comprise between D20 and 3D6 system. The reason is not only to replace possible missing D20 dices but to change the result statistics too.(sorry if this house rules already exist but I have not found them anywhere) and sorry if I do mistakes in english (I am from an outer plane^^))Replace D20 I replace D20 dice by D6 + D6*. A D6* is a standard D6 dice but standard values are replaced by other ones (I do that with simple stickers): D6 values => 1 2 3 4 5 6 D6* values=> 0 6 7 7 8 14
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| #2squarecircleJul 20, 2008 19:20:19 | Your d6 + d6* rule is fine. Just to let you know, your damage variant will lead to a lot of max damage results, which makes crits less effective. Then again, crits are less likely with your d6+d6* rule anyway. edit: so not only are your crits more rare, but they are also less meaningful when they DO happen. That seems to be a bad combination, imho. If you don't care about crits, however, this is fine. You will see a lot of damage in your games however, without rolling crits. edit edit: You also need to determine how this affects certain powers, such as those that deal 2[W] or 3[W] damage, etc. Furthermore, you need to decide how to handle crits with High Crit weapons and magical weapons, since these weapons need extra dice rolls during crits. |
| #3MaudroDec 04, 2008 18:24:35 | Thank you for your answer Squarecircle ![]() I would like to bring some precisions for my damage rule variant : - Each damage dice result is replaced by Attack-Defense limited by the max possible dice result. It concerns weapon damage dice and power damge dice too (if no weapon is used in the power). This variant involves that there is no damage dice to throw ! ![]() Example : Total damage : 2D6 Diff = (Attack-Defense)=7 => Diff is limited to 6 (max dice result for a D6) => Damage : 2 * 6 = 12 - I use this house rule with my “D6*” dice variant (“replace D20” rule) - I keep using classical critical rules (critical damage on 20 for example) I have made some statistics => conclusion : if you use this variant you make roughly the same damage than using the classical damage rules! But with this variant : “low dices” make more damage, “high dices” make less damage, and main point : difference between attack and defense is very important, so with this variant it is very important to consider enemies level for the players encounters : it is easy to defeat quicly weak enemies but very difficult and dangerous to defeat strong enemies. Additional Damage with variant damage rule (in comparison with classical damage rule) I think these variants are fine if you want a more "realistic feeling" in your D&D campaigns and less dice to throw ![]() |