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IE, like how PF:KM does, plenty of settings but none changes the core systems, its also a d20 game.
From what I can tell this fix wouldn't necessarily make the game easier. It would definitely make it less "swingy" and therefore more predictable but that cuts both ways. In an encounter where you need to roll higher than average (like against higher level opponents) the more stable probability distribution is going to hose you. As such encounters would have to shifted as well to avoid that, and that in and of itself would have fixed the difficulty problem without altering the dice type.
Having player weighted dice as an option though (or definitely a take 10 option for dialog) would probably address the problem better, or at least more directly.
this change will ultimately make the game harder without a complete overhaul of mechanics
The problem is it has the opposite effect, it makes the game much more swingy. Instead of spectrum of likely to hit, might hit, might not hit, unlikely to hit. You basically have likely to hit, unlikely to hit and a couple of points is all that makes the difference between the two extremes. It's honestly a horrible idea.
If they want to rebalance the dice on lower difficulties there are a few options that don't change the mechanics too much. One is to effectively replace the d20 by drawing without replacement from a bag of marbles labelled 1-20. I.e. the game makes a list of the numbers 1-20 in random order and uses those as the dice roll results, once it's finished going through the list it makes a new one. This has the effect of greatly reducing streaks, they can only happen if the same number occurs at the end of the current list and beginning of the next list, and also if there is a sequence of low rolls, you know that high rolls will be coming soon. The result from the dice rolls are no longer IID, but most people find them to be more fair.
Alternatively and what most people posting here seem to want, is to roll 2d20 and take the best result for the player and roll 2d20 and take the worst result for the enemies. I suppose if the player has advantage it would be roll 3d20 at take the best result and for disadvantage it would just be roll 1d20. Obviously, the effect of this is just to make the game easier for the player. Still it might be a good option for story mode or something similar.
1+1 =11%
0+1=1%
0+0=0%
9+9=99%
This give 0% to 99% each percentage has a 1% chance to happen.
2d10 is just total sum, in the same way 2d6 is for a maul.
Ok but done with 2d10, the day you'll see a d100 tell me. :-)
But I admit it's not the point of OP, the point was the 2d10 sum to change the chances repartition.
a difference between 2d10's an a d100 is pretty major: when you roll 2 dice, your numbers value the center, this will make the game harder aganist any high ac creature, which becomes even more commong as you go, especially aganist singular enemy types (types that would have lairs, for example)
If you can't see 2 d10 (of different colors) can do the job fine, ok I won't get a struggle for that.
odds are the same as a D 100
your response is the joke for not reading the rest of the thread lol.
Well for OP, I see his point, but why argue, it's not D&D.
It is not miraculous. If your DC is a 3 there is a significant, real chance you fail .... and you should fail frequently in a game with as many checks as BG3. If you are not failing 15% of the time you are not doing it consistent with your skill set.
Same thing if you need a 20 - That is 5%, you are rolling hundreds of times in 3 hour session, it should happen often. The only "miraculous" effect is when you need higher than a 20 to hit something and still manage it because you roll a 20.