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I'll keep it short... rather than basing random rolls on a single die, instead why not use multiple dice' sums in order to calculate random outcomes? That way instead of a flat chance, you have a bell curve, therefore reducing random streaks and some outcomes becomes sheer luck, but still maintaining randomness. Of course lucky streaks could still happen, but it's far less likely.
a very general concept but yeah...
I like the randomness of the cursed D6 (note to self; make sacrifices to the blessed Dice Gods for being a heretic). You can never count on having the dices with you and it gived the game a feel of the "human factor".
sumND6 doesn't eliminate chance, it makes it more predictable and less random. dice rolls can still make or break you, but this way number of failures vs successes is less random, ie more strategy, less luck.
Hmmm, interesting idea, though I tend to agree with Da Mighty Camel on the "human error" factor.
Can you give us an example of how you might do it? Maybe a situation?
But I call to God, and the LORD saves me.
for instance, instead of an armor penetration roll of S+D6, you could instead (of course alter the armor of the vehicle and S first) have it be S+sum2D6.
So lets say S = 8, and Armor = 14. In that case, you roll 2D6, and add the score. Therefore for a glancing hit or greater you need to have at least 6, in other words like 60+% chance to work (or around), where as had the armor value been higher, the chance of success would have become exponentially less, and if it were less, exponentially higher, therefore making it easier to predict the outcome of a roll (or getting a more accurate but still not sure forecast) before even attempting anything. This means that the game is more about knowing what you're doing that praying for dice rolls. Additionally, balancing can become easier as you know which numbers are the most frequent. Remember that 7 is the easiest number to achieve (with 2 dice), so if you the outcome should be bad, make it require a score f 8, 9 etc, or vice versa.
Not that a flat die score doesn't have this, but this gives for exponentially probabilitis rather than flat, making a more pronounced effect on the chances of your numbers.
The theory is sound, no doubt, but to me, it takes away the wonder that is chance.
Sure, lasguns usually don't kill termies, but get enough of them together and termies drop like flies. The problem becomes that X unit kills Y, Y kills Z, Z kills something else. Marines trump all, and there really is no enjoyment in it. I love the unpredicatablity of having 10 genestealers make it into combat and not roll a single rend. Perhaps there minds were elsewhere=) Just like wounding marines with a bunch of strength 3 ap- guns. Lucky shot in the eye or throat (two soft spots for marines), and my guard/nids are vindicated.
16,000+ of Eldar (only need flyers)
7,000+ of Nids (want heirophant)
6,000+ of Space Marines (need rever titan)
4,400+ of Cygnar (all models for the faction)
1,500+ of Legion (just started)
True that a single dice gives a linear probability... But since its often squads who fight where several dices are rolled, the general outcome fit quite nice into the bell curve already. The only cases where sumD6 would make a noticable difference on the outcome, i think would be in smaller duels where a only few important models are involved (like the example with the vehicle). Even now its not enirely linear though, vehicles still require armour penetration roll + damage roll.
It could be used in special situations, but would probably only add to dice rolling-time otherwise.