Quote:
Originally Posted by larsdangly
Fun! Can someone remind me what I'm supposed to be using d12's and d3's for in my TFT games?

The first thing that comes to my mind is like in TriStat dX, you could change the die size to adjust difficulties and effects.
Upping the die size is a bellcurve approach to making things harder by +/ 3 for each die size (+/ 1 per die), so 3d6 averages 10.5, 3d8 averages 13.5, 3d10 averages 16.5, etc. but it has the advantage of increasing the spread of possible values.
So instead of 3 DX, a GM could require rolling 3d8/DX, +3 DX could instead be 3d4/DX. 6 DX could use 3d10/DX, etc.
At first glance, looking at the probabilities, it seems like you might just be able to add 1 to 3, 4, 5, 16, 17, and 18 for each die size above 3d6 and use 3, 4, 11, and 12 for 3d4 for the critical values but I haven't looked super closely at the numbers.
I can't tell if there's really an advantage to using different die sizes but maybe it helps with scaling, since rollunder systems don't scale very well compared to rollover (rollunder has a cap and rollover does not).
You can also get a (very) rough equivalence to adding/removing a die for each die size increase. Adding a die is actually 3.5 points harder and upping the die size is only 3 points harder.