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both do same amount of damage
With 2d6 it is impossible to do less than 2 damage, while 1d12 can still roll a 1, also most combinations of 1-6 added together can match or surpass many of the single results of a d12.
2d6 is statistically more consistent to hit a 6 or greater while a d12 has the same odds for each possible outcome.
2d6 has a 1 in 36 chance at 12.
d12 has a 1 in 12 chance at 12.
44% of the time, almost half, 2d6 gives you between 6 and 8.
25% of the time, d12 gives you 6 to 8.
every 12 swings the d12 should have hit each number once (over millions of rolls it ends up about like this, in a short fight, of course, not really).
every 36 swings 2d6 hits every number. (as above).
I could go on but my take on it from a math standpoint is this:
2d6 is predictable.
d12 is spastic.
in long fights, the number of rolls favors the d12 getting that megacrit X3 50+ damage roll.
In short fights, the enemy was weak, and the 2d6 is better but who cares -- its trash.
I would get the d12 for a damage dealer. I would get the 2d6 for a caster or support char that sometimes takes a swing or shot.
Average for 1d12 is 6.5, average for 1d6 is 3.5. So, 2d6 average is 7. 2D6 does more damage (slightly) and is much more consistent around the average, so less standard deviation than 1d12.
Why wouldn't I? Average and standard deviation tells you all you need to know. I also laid it out without averages - 2D6 does slightly more damage, and is more consistent around the middle damage amounts. 1D12 is more "wild" and does slightly less damage.
If you know how to read between the lines it does.
But breaking it down a little more...
1/20 is your natural crit, ignoring confirm which usually happens.
would you rather have a 1/36 shot at max damage on your crit or a 1 in 12, understanding that the same odds also dictate rolling lowest damage? In a game where most people reload if things go horribly wrong, your shot at the big crits goes up even more. The d12 has a better chance to deliver in these scenarios.
This is why early magic is so often underwhelming. Those first fireballs... the ones that do 10 damage to everything.. you don't notice it as much on the fighters where they add +5 to every hit and the enemy can't avoid 50% of it like clockwork.
This is why I said the 1d12 is more wild. with a 1d12 you have a 1 in 12 chance to get your 12, or a 1 in 12 chance to get a 1. With 2d6 you have a 1 in 36 chance for each of those. As others have already pointed out. So, yeah, 2d6 is "better" because it does slightly more damage and is quite a bit more consistent. 1d12 will get you more crits, and more terrible failures, hence the more "wild". Either way though, 2d6 does more damage overall unless there's a crit bonus, and only if the crit bonus happens more often with 1d12 vs 2d6, and this depends on what the conditions are for a crit. On 1d12, it's probably 12 only, but on 2d6 it may not be. Not sure, there's probably a table for it, and honestly, most table based crit chances (for other dice games) usually take this into consideration and set up the crit chances to be reasonably close. Not all dice games do this because they want a distinction between the two systems, like between two handed weapons and two single handed weapons just as a hypothetical example.
Statistically you will get higher burst in damage rolls with 2d6. So yes 2d6 will do more damage than a 1d12.
1x12 could be better for the variance. Say if there is 10pt damage resistance.
I see people here praising the higher chance to hit a 12, but they conveniently forget to mention, that rolling 1 is also possible, and the chances to roll 11, 2 and 3 are also higher.
Even with the critical example, rolling a 9 or 10 can be good enough. And your chances for a 10 are as good with 2d6 as they are with 1d12, while chances for 9 are better.
And as already mentioned, if you're fighting an enemy with 1mil HP, the 2d6 will finish it a bit faster.