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Old 06-08-2013, 06:52 AM   #21
martinl
 
Join Date: Jan 2006
Default Re: Bell Curve on 1D6 [math]

Quote:
Originally Posted by Gnomasz View Post
My houserule derived from Modifying Dice + Adds: keep subtracting flat bonuses and adding dice until minimal roll is as close to 1 as possible. That rifle gets +2d-7 (average 0) for 8d-7 of damage.
I like to do similar, but I will point out that the odds of rolling 1 on 8d6-7 are literally less than one in a million. IMO over belling is even more annoying than under belling. (Although some take it as a feature - the KE of guns is pretty reliable.)

You could go with (2d6-2)*4+1, but you players might revolt.

You might get some relief from the AD bullets approach of 4d-3(2), but if your players are smart, they won't like that either.

Randomness is not in favor of the PCs in the long term, usually.
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