This transcript from Bandit's Keep explores the limitations of the standard d20 system in tabletop roleplaying games and advocates for using dice combinations to create more interesting and varied outcomes. The speaker argues that while the d20 is simple, using multiple dice allows for different probability curves and less "swingy" results, where extreme outcomes are less likely. They suggest applications like designing wandering monster tables with tiered encounters or creating unique critical hit and fumble mechanics by adjusting the dice used, offering greater control and narrative possibilities for the Dungeon Master.
WorkingStiff Diogenes
1 hour ago
Two thoughts:
We used to have a home-brew that replaced d20 with a d12 and d8. You totaled them to get your score, but also the d12 determined hit location (12 was head, 6 was right arm, etc.) The d8 determined effects as well as points of damage. For example an 8 was severed. So a roll of 12+8 was 20 points but also a total decapitation--a guaranteed kill.
My current home-brew uses 2d6 vs. target number. There is no roll for damage--the losing side takes the difference in damage. That makes a less swingy system better. Also, 2d6 has a visceral quality--snake eyes just feel terrible and double sixes feel victorious. Advantage for the DM is that in a 2d6 system, a score of 7 is the mean, the median and the mode--very "stable." So to create a suitably-powered enemy, the GM just takes the PC's bonuses and adds 7; that's the target number of the monster.