I prefer 1d20. Faster, no adding, and I like the linear probabilities over having a curve since it makes it easier to design mechanics around it.
Now, this goes for things like “succeed or fail”, where there are two, three, or four options. You have 65% chance of breaking the door and 35% of not being able to. Simple. Clear. In 5% chunks. Any questions? Of course not.
For things like encounter tables or damage rolls, however, that’s where curves or truncated V’s can shine. I like d12+d8.
I prefer 1d20. Faster, no adding, and I like the linear probabilities over having a curve since it makes it easier to design mechanics around it.
Now, this goes for things like “succeed or fail”, where there are two, three, or four options. You have 65% chance of breaking the door and 35% of not being able to. Simple. Clear. In 5% chunks. Any questions? Of course not.
For things like encounter tables or damage rolls, however, that’s where curves or truncated V’s can shine. I like d12+d8.
Interesting, what system uses d12+d8?
It’s not for success rolls, it’s for rolling on tables; there have been many d8+d12 tables in D&D over the years.
For example, encounter tables like “4: Brigands. 5: Wolves.” etc.