DodgerH2O

2011-10-04, 03:52 PM

So lacking the mathematical skills to do the analysis myself (or rather the time to learn the equations and run them) I was wondering how much "Bell Curve" alternate rules (Specifically 3d6, but if there are others, I'm open to them) change the basic assumptions of the d20 system, particularly 3.5 and PF.

Without any calculations, it seems like it makes BAB and AC variance between equal level opponents far more important. When most of the rolls end up between 9 and 12, that extra point that takes you out of the range would make far more than a 5% difference.

Similar logic would apply to skills. Skill ranks and taking 10 would be far more powerful than just hoping for a lucky roll. This makes sense to me from a "realism" standpoint, why can an adventurer who's lucky make a better suit of armor than a smith who has put in decades of practice to learn the art and takes the extra time to be sure it's made just right?

I'm still assembling what will probably be an E6 or E10 homebrew, and given those parameters, would the bell curve distribution have different effects?

I know from a statistical standpoint 3d6 is a pretty bad curve, but anyone with Yahtzee or Shadowrun will have enough. Would, say, 5d4 be better? I know that altering critical threat ranges and such would be a pain, whereas at least 3d6 has already set modifications. How about percentile dice with a gaussian curve in table format?

Without any calculations, it seems like it makes BAB and AC variance between equal level opponents far more important. When most of the rolls end up between 9 and 12, that extra point that takes you out of the range would make far more than a 5% difference.

Similar logic would apply to skills. Skill ranks and taking 10 would be far more powerful than just hoping for a lucky roll. This makes sense to me from a "realism" standpoint, why can an adventurer who's lucky make a better suit of armor than a smith who has put in decades of practice to learn the art and takes the extra time to be sure it's made just right?

I'm still assembling what will probably be an E6 or E10 homebrew, and given those parameters, would the bell curve distribution have different effects?

I know from a statistical standpoint 3d6 is a pretty bad curve, but anyone with Yahtzee or Shadowrun will have enough. Would, say, 5d4 be better? I know that altering critical threat ranges and such would be a pain, whereas at least 3d6 has already set modifications. How about percentile dice with a gaussian curve in table format?