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Had to pick between a d100 and a 2d10 for my homebrew critical fail table
I spent 2 hours last night arguing with my group about which dice to use. The d100 gives you that 1% chance of instant death which is fun but brutal. I went with 2d10 because the curve is more predictable and players don't rage as hard. First session with it, a guy rolled snake eyes and his ranger tripped into a campfire. Took 5 damage but man the table exploded laughing. You gotta know your crew when making that call. Has anyone else had a die choice ruin or save a campaign?
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evanr7917d ago
Man that campfire story got me good. I've seen a d100 wipe out a whole boss encounter before it even started because someone rolled a 1 on their first attack. The group split right then and there. Went with 2d10 for my next group and it made everything so much smoother. The curve means you can actually plan for the worst outcomes without people feeling cheated. Your ranger story is exactly why I stick with the bell curve now. Keeps the chaos fun without making anyone quit.
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grace_fox315d ago
Nah, d100 is just asking for disaster. I ran a campaign where a wizard rolled a 1 on a fireball and it leveled half the party. Switched to 3d6 for skill checks and it saved my sanity. The bell curve means your players actually feel competent without losing the thrill of a low roll. Plus it makes those nat 3s or 18s feel way more special. Good luck planning encounters when someone can flub a 5% chance and end the whole session.
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