1D12 or 2D6?

Post/Author/DateTimePost
#1

Slit518

Jan 14, 2015 19:22:29

1D12 or 2D6?

#2

guachi

Jan 14, 2015 19:34:17

1d12 because the d12 doesn't get enough love.

#3

AaronOfBarbaria

Jan 14, 2015 20:14:21

I go for the d12 - I like the bigger chance of the high end results.

#4

OoftaMeg

Jan 14, 2015 20:17:30
D12 because everyone else stops at 10. But then you turn it up to 11 and it's like whoa. But why stop there? I say crank it up to 12!
#5

Leugren

Jan 14, 2015 20:18:39

Slow and steady wins the race: 2d6 does more damage over time and combines better with the GWM feat.

(Reply to #5)

AaronOfBarbaria

Leugren wrote:
#7

RCanine

Jan 14, 2015 20:51:52

The average damage from 1d12 is 6.5: (1+12) / 2 = 6.5

The average damage from 2d6 is 7: (2 + 14) / 2 = 7

 

However, youre more likely to roll very high damage via 1d12 (8.3% vs 2.78%), and also more likely to roll very low damage.

 

So if you're a gambler, go with the big die; if you're risk-adverse, go with more dice.

 

http://anydice.com/ is a great site for doing dice probability comparison. Most humans are actually very bad at assessing probability and risk, so it can be a useful tool.

#8

CFK

Jan 14, 2015 23:11:23

I'd like to go for 2d6.

 

Rolling a 1 on a d12 is a chance of 1/12.

Rolling 1 on both d6's is a chance of 1/36.

 

Then again, rolling max on both d6's is also a chance of 1/36, but in my experience it's always the low roll's that hurt me the most!

"The dice are killing me!"

 

RCanine wrote:
#9

Heimer73

Jan 15, 2015 1:23:12

GWF for the Great Axe increases damage by .83 (on average) and for the Great Sword, it increases damage by 1.33.

Long Sword with Duelist: 4.5 and 6.5 dmg/swing
Great Axe with GWF: 6.5 and 7.33 dmg/swing
Great Sword with GWF: 7 and 8.33 dmg/swing

 

 

http://anydice.com/program/5023

#10

Sorxores

Jan 15, 2015 4:41:09

on average, 2d6 dela more damage, untill you get very specialized in critical hit (crit on a 19-20), half orc savage crit, barbarian brutal crit with the barbarian advantage, but if you find a greatsword with a magical property dealing d8/d10 or d12, then the greatsword become better again (since you can use the d8/d10/d12 to add an extra damage dice from savage and brutal critical.

#11

Avross

Jan 15, 2015 7:59:49

Assuming that the OP was looking at a way to choose between 1d12 damage and 2d6 damage, the math for most characters is negligible.  (counting in chances for natural 1s and 20s, d12 average is 6.5, 2d6 average is ~6.85)  It's what you do with it that makes the difference.

 

If, for example, you've got abilities which allow you to reroll 1s and 2s, the 2d6 comes out ahead.  

If, however, you've got abilities which allow you to add *one* of the weapon's damage dice on a critical, the 1d12 starts to looks better. 

 

Seems to lend itself to the great axe for barbarians and greatswords for paladins & fighters...

 

 

EDIT: But yeah...nothing beats rolling a handful of dice for damage.   

#12

alienux

Jan 15, 2015 10:54:27

1D12. I can roll D6s in all kinds of other games, but D&D lets me roll the funny shaped dice.

#13

Stormborn20

Jan 15, 2015 13:16:12

Definitely 1D12.

#14

Tempest_Stormwind

Jan 15, 2015 14:03:32

AaronOfBarbaria wrote:
#15

Slit518

Jan 15, 2015 15:29:14

I like the discussion, it's interesting.  Carry on.

#16

EzechielDantan

Jan 16, 2015 13:27:45

Just walking around with a greataxe is like telling the world you dont need maxed out DPR, I am still going to smash your face with my awesome crit potential. Do YOU want to roll the dice and make me angry enough to test my lucky D20.. 

#17

paulstrait

Jan 17, 2015 19:28:54

If you have great weapon fighting, the advantage is much larger on 2d6 than 1d12...

#42

Tempest_Stormwind

Jan 20, 2015 16:45:20

AdrianLP wrote:
(Reply to #41)

AaronOfBarbaria

AdrianLP wrote:
(Reply to #40)

Coredump00

AdrianLP wrote:
#45

AdrianLP

Jan 21, 2015 5:58:58

Coredump00 wrote:
#46

AdrianLP

Jan 21, 2015 6:01:06

Tempest_Stormwind wrote:
#47

Yunru

Jan 21, 2015 6:05:07
Well then isn't it good you're not a scientist or mathmetician? However, it being your opinion does not impose it on reality.

Additionally 0% cannot mean impossible in this case because impossible values aren't listed. It's non-zero by vertue of being listed.

#48

Clutchbone

Jan 21, 2015 7:52:30

So... in a nutshell for us neanderthals, 1d12 or 2d6? In which situations?

#49

Tempest_Stormwind

Jan 21, 2015 8:29:03

AdrianLP wrote:
(Reply to #45)

Coredump00

AdrianLP wrote:
(Reply to #46)

Coredump00

AdrianLP wrote:
#52

AdrianLP

Jan 21, 2015 10:20:38

Coredump00 wrote:
#53

AdrianLP

Jan 21, 2015 10:25:17

Coredump00 wrote:
#54

AdrianLP

Jan 21, 2015 10:31:51

AdrianLP wrote:
#55

Tempest_Stormwind

Jan 21, 2015 10:41:51
So 6d6, a reasonably common roll (I mean, Fireball is 8d6, with more extreme results), is "user error"? And, again, when at an actual table will the thousandths-of-a-percent practically matter?
#56

AdrianLP

Jan 21, 2015 10:47:33

Tempest_Stormwind wrote:
#57

Yunru

Jan 21, 2015 10:50:47

There is an option for the values, which gives them much more precisely. That you choose to ignore that fact invalidates your arguement.

(Reply to #53)

Coredump00

AdrianLP wrote:
(Reply to #54)

Coredump00

AdrianLP wrote:
(Reply to #52)

Coredump00

AdrianLP wrote:
#61

AdrianLP

Jan 22, 2015 1:25:51

Coredump00 wrote:
#62

AdrianLP

Jan 22, 2015 1:43:52

Coredump00 wrote:
#63

AdrianLP

Jan 22, 2015 1:45:39

Coredump00 wrote:
(Reply to #61)

Yunru

AdrianLP wrote:
(Reply to #48)

Clutchbone

People who are wrong and/or right on the internet wrote:
(Reply to #65)

1eejit

Clutchbone wrote:
#67

Yunru

Jan 22, 2015 9:13:04
2d6 has a reduced range (in a positive way), being unable to roll a 1. It does, however, roll averages with more consistancy, so doesn't mesh as nicely with reroll abilities and whatnot.
#68

AdrianLP

Jan 22, 2015 15:18:07

Yunru wrote:
#69

Tempest_Stormwind

Jan 22, 2015 15:30:27

AdrianLP wrote:
#70

AdrianLP

Jan 22, 2015 16:19:53

Tempest_Stormwind wrote:
#71

Yunru

Jan 22, 2015 16:52:37
Oh? So now you're defaulting to "it's all a joke"? Face it, you just don't like being wrong.
#72

Wizzykin67

Jan 25, 2015 11:07:02

I'm completely confused by this. Rolling 2d6 makes it impossible to roll a 1, so how can you substitute them for a 1d12?

#73

Avross

Jan 25, 2015 16:31:11

Wizzykin67 wrote:
#74

Slit518

Jan 25, 2015 21:00:22

Avross wrote:
#75

clownkingdon

Jan 26, 2015 0:26:13

What would the charicter be more likely to use?

 

#76

LongTimeLurker

Feb 06, 2015 18:14:39

If only Anydice.com displayed ~0% when it was nearly-but-not-quite zero, would have saved 2/3's of this thread from occurring.

#77

FrogReaver

Feb 06, 2015 20:33:30

if it's listed it's chance is not EXACTLY 0%.... common sense isn't so common anymore...

#78

bob_goes_up

Feb 07, 2015 1:02:41

The answer may also depend on how many hitpoints your enemyies have

 

  • If you deal 1d12 damage to a creature with 5 hitpoints, then he has 1/3 chance of surviving
  • If you deal 2d6 damage to a creature with 5 hitpoints, then he has 1/6 chance of surviving
  • If you deal 1d12 damage to a creature with 9 hitpoints, then he has 1/3 chance of surviving
  • If you deal 2d6 damage to a creature with 9 hitpoints, then he has 5/18 chance of surviving

​A computer program could examine the number of 1d12 (or 2d6) hits needed to kill 1000 monsters with X hitpoints.  The computer program shouldn't use cleave, so the damage from each damage roll should never be shared between two monsters.

#79

Vahnyu

Feb 07, 2015 3:05:41

bob_goes_up wrote:
#80

Free_Man

Feb 09, 2015 10:28:31

Slit518 wrote:
#81

Vahnyu

Feb 09, 2015 11:28:08

Free_Man wrote:
#82

KarlB

Feb 18, 2015 6:56:38

Barbarian: 1D12

Everyone else: 2D6