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When it comes to resolving skill tests, attacks, and other "general" dive rolls, which dice combination and/or mechanics do you prefer? Under or over a target number? Feel free to differentiate between your favorite as a GM and favorite as a player.

>d%
>3d6
>2d6
>d10 with dice pools
>1d20
>funky dice (d14, d16, d24, ect.)

For me I am sort of tied between 3d6 and d%. 3d6 because I like the bell curve and it keeps the numbers small, I also see less "cursed" d6s. d% because I've found running CoC and other games that either use or are heavily inspired by BRP are easier since you already know what you have to beat, and adjusting for difficulty is much easier. The biggest flaw to me is when you go beyond 100 in a skill/stat which makes things kind of fucky.
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>>96495488
My system uses a 3d6 * Modifier against a target number (roll over) to determine results. I did this because I wanted modifier to be consistently as relevant to what a character does as the raw result of the test.

d% is probably my second favorite though. Makes understanding how good you are at something very intuitive, even if the area where the roll under mechanics make sense can result in 'kind of fucky' things.
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>>96495488
>MOOOOM! I POSTED THIS AGAIN!
>>
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>>96495488
Pic related is the objectively correct answer, because I stocked up when they were cheap and making a bunch of colorful math rocks go clickety-clack while reading their arcane runes makes my brain release the happy chemicals.
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>>96495930
No idea how i messed the picture up.
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>>96495853
>only endless generals allowed!
>SAGED!!!
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>>96495754
Why * modifier instead of + modifier?
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>>96496334
To keep the modifier as relevant as the roll itself.
With static modifier + dice roll, if things scale long enough, you enter a range where the modifier is just more relevant than the dice roll at determining success. With smaller modifiers, the opposite is true, with supposedly skilled characters bungling things that supposedly unskilled characters fly pass with aplomb. Neither feels quite right to me, so I settled on a system to set your modifier as a multiplier to a dice roll, to get less situations where you can't fail, while simultaneously increasing the rate of success for relatively routine actions for your skill level.
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>>96495488
I generally like percentile roll under skill, it seems less arbitrary to me than the GM setting a target number.
I also like savage worlds' set target number, it's quick at the table.
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>>96495488
I've been using a dx system for testing. Dont @ me
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>>96496506
?
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>>96496525
Lmao. Thanks for @ing me



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