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D66 usability

spank

SOC-13
I am working on some charts and sometimes I find 1d6 / 2d6 / 3d6 doesn't provide the percentage breaks I'd like. So I've been toying with the idea of using D66 instead. That would provide a steady 2.7% increase.
I'm just not sure how easy it would be for someone to understand,
If instance if I want someone to roll a 78% chance am I better off asking 6+ on 2d6 (72.22%) or 54+ on a D66 (77.7%)

What I'm asking is, "Is asking for a 54+ on a D66 understandable and easy to understand and use?"


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It's like any jargon. If you tell people what it means before you start, it's easy. If you just use it without explanation to someone who as never heard it before and expect them to work it out on their own, it will cause confusion and not work. It has the disadvantage of being ambiguous because the standard meaning of d n is "a die with n sides" which is not the way you are using it. If you explain it first, it will be easy. If you don't explain it you will cause confusion.
 
How do you apply DMs to the d66 roll?
Would it not be easier just to use d100?

nd6 rolls produce a distribution curve for n>3
2d6 is more of a triangle than a curve, but you can still treat it as a distribution curve for standard deviation purposes.
standard deviation follows the 68–95–99.7 rule
 
How do you apply DMs to the d66 roll?
Would it not be easier just to use d100?

nd6 rolls produce a distribution curve for n>3
2d6 is more of a triangle than a curve, but you can still treat it as a distribution curve for standard deviation purposes.
standard deviation follows the 68–95–99.7 rule
In this case it is more of a straight percentage roll than anything calling for a mod, such as a check.
The trouble I had was that if I was looking for a 50% chance I would be using a d6, because nd6 doesn't give a clean break at 50%, and other times I would 2,3,or 4d6 to hit the percentage I wanted, and higher numbers of d6 tend to move slowly at the ends and quickly in the middle, , for example it's hard to roll 66% on 2 or 3 d6 so I found myself switching between 1D6, 2D6, 3D6 or 4D6 depending on the percent chance I wanted, or rounding 6 to 8 percent to make the numbers fit on a 2d6,3d6 or 4d6 table,
It was unwieldy switching between different dice rolls for each table,
The problem was that even though 2d6 has 36 permutations you only use 11 combinations of them in a 2-12 chart. And at points in the table the odds jump by 16%. So I hit on the Idea of using a d66, it's still just 2 dice, and it's the same 2 dice, not 2d10, for example. So you can fit a lot more percentages on the chart,and they space out more evenly.
For example of you wanted 8 semi equal possibilities you would assign them 4 or 5 of the 36 possibilities.
1= 14-
2 = 23-
3= 31-
4 =36-
5= 44-
6= 53-
7= 61-
8= 62+
That gives you either 11% or 12% chance of any number, You could do something similar for 10 possibilities.
Much harder to do with 2d6
At least that's my thinking, I'm just not sure how easy it would be to get someone else to understand such a table.
 
I would assume modifiers would be base 6, add or subtract and if it exceeds 1 or 6 it bumps the ten die one way or another.

So +4 DM on roll of 11 is 15, roll of 14 yields 22. -3 DM on 66 yields 63, on 62 it yields 55.

To duplicate a typical gun shot of 8+ to hit with a combination of +2 DM, base roll I believe is 45+ with +5/+6 DM depending on rounding.
 
I wrote these out years ago for 2d6 games. Hope they help.


 
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