Eliminating D100 rolls, replacing with D20 rolls


New Rules Suggestions


Since 3rd edition began, I've always been a little confused about the continued necessity of using percentages in D&D. I'd find it less confusing if there were sometimes unusual percentage amounts like 37%. I suppose that sort of thing still happens on the treasure tables and random dungeon tables, but everything in combat uses percentages that are multiples of 5. This could just as easily be modeled with a d20. Call it a luck roll.

Attacking an invisible creature? Make a DC 11 Luck roll (50% miss chance.)

Shooting arrows at opponents in shadowy illumination? Make a DC 5 Luck roll (20% miss chance).

It would make dice rolling more streamlined than d100s and possibly more accessible to new players. Old players can change or keep using the old mechanic, their choice.


The largest issue with this idea is all the effects that can be used to add to "Any D20 roll", e.g. Action Points.

The other reason to keep %'s is they are a more straightforward - they aren't adjusted by anything, and you can tell immediately what the odds are.

DC's are handled, by definition, as d20 roll + *modifiers*. So it actually might confuse things further to make %'s a d20 roll.

Of course, I typically mentally convert %'s to d20 odds, even if rolling on %'s :)

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I would like to see % eliminated from the game all together.

Cover should be a fix AC bonus based on how much cover you have.
Concealment should have a fix AC bonus.

I'd go with Invisibility (and like effects) as a DC vs Reflex only because if you were attacked by the invisible foe and they stayed within your reach, then technically to attack them back is a matter of reacting to that attack fast enough before you lose track of them again.

Dark Archive

Our group has been using a d20 for these percentage things for years.

- stabilization rolls
- concealment checks
- other percentage things (like being material for blink, etc)


Kelso wrote:

Since 3rd edition began, I've always been a little confused about the continued necessity of using percentages in D&D. I'd find it less confusing if there were sometimes unusual percentage amounts like 37%. I suppose that sort of thing still happens on the treasure tables and random dungeon tables, but everything in combat uses percentages that are multiples of 5. This could just as easily be modeled with a d20. Call it a luck roll.

Attacking an invisible creature? Make a DC 11 Luck roll (50% miss chance.)

Shooting arrows at opponents in shadowy illumination? Make a DC 5 Luck roll (20% miss chance).

It would make dice rolling more streamlined than d100s and possibly more accessible to new players. Old players can change or keep using the old mechanic, their choice.

I've still been using d100 rolls, but considering just switching to d20 rolls for these types of things for a long time. I like describing it as a 'Luck' roll. Thumbs up on that :)


Then what would I use my d100 die for?? Seriously, you can do that, but I like the percentile rolls as a way to clarify that they aren't modified by anything. That's why stabilization check stayed as a percentage. The designers wanted to make it clear that it wasn't modified by anything.


Archade wrote:

Our group has been using a d20 for these percentage things for years.

- stabilization rolls
- concealment checks
- other percentage things (like being material for blink, etc)

These are easy because because they're all in chunks of 5%, which is the percent chance of getting each side of a d20. You were clever enough to figure this out. You could also just use a d10 for the first two.

Other places though, like random treasure creation, don't flow into a standard 5% per outcome chart. Ever randomly roll a magical item? There's a 1 in 100 chance of getting a specific one, and that's a hell of a lot less than a 5% chance.

I like the example above about why to keep d100s, because it practically always true. d20s imply modifiers may be added. d100s imply modifiers are not added. There are exceptions to these rules, but generally you know what you're getting yourself into when you pick up the die, or dice.

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