Post by coffee on Apr 28, 2008 16:12:16 GMT -6
Assuming you use Chainmail for combat, the only problem left with all-d6 D&D is the Saving Throw table. Everything else can be done with 1 or 2 d6; except Saving Throws. Some have suggested 3d6 for them, but it's still a bell curve and that doesn't work well with the flat linear progression of the d20.
So, how do we resolve this? Simple; we steal from someone else.
Traveller has as one of its routine mechanics a 2d6 roll using two different colored dice thrown in succession. Thus, one is read as the 'tens' digit and the other as the 'ones' digit, just like percent dice. This gives us a linear spread of 36 possible results, from 11 to 66.
This doesn't give exact percentages, like percent dice do, but they're close enough.
The numbers on the Saving Throw table run from 3 to 16. We need to roll this number or higher, so this gives us percents in a range of 90% to 25%. All we need do (and I have done) is find the number on our 'd6%' table that corresponds most closely with the actual percentage required, as shown below:
I welcome your comments, suggestions and/or questions.
So, how do we resolve this? Simple; we steal from someone else.
Traveller has as one of its routine mechanics a 2d6 roll using two different colored dice thrown in succession. Thus, one is read as the 'tens' digit and the other as the 'ones' digit, just like percent dice. This gives us a linear spread of 36 possible results, from 11 to 66.
This doesn't give exact percentages, like percent dice do, but they're close enough.
The numbers on the Saving Throw table run from 3 to 16. We need to roll this number or higher, so this gives us percents in a range of 90% to 25%. All we need do (and I have done) is find the number on our 'd6%' table that corresponds most closely with the actual percentage required, as shown below:
All Wands
Including
Death Ray Polymorph or Dragon Staves &
Class & Level or Poison Paralization Stone Breath Spells
---------------- --------- ------------ ----- ------ ------
Fighting-Men 1-3 43 45 46 52 54
Magic-User 1-5 45 46 45 54 52
Cleric 1-4 41 43 46 54 52
Fighting-Men 4-6 35 41 43 45 46
Magic-User 6-10 41 43 41 46 43
Cleric 5-8 34 35 43 46 43
Fighting-Men 7-9 32 34 35 35 43
Magic-User 11-15 32 34 32 41 32
Cleric 9-12 24 26 34 41 34
Fighting-Men 10-12 24 26 32 32 35
Magic-User 16+ 22 24 22 32 15
Cleric 13+ 15 22 26 32 26
Fighting-Men 13+ 16 22 22 22 32
Procedure: Roll the indicated number or higher on two dice, thrown in succession.
I welcome your comments, suggestions and/or questions.