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HeroClix» Forums » Rules

Subject: D12 rather than 2D6 rss

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Darren Thornton
England
Exeter
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I played my first two games of this recently and it struck me that when the to drops to 4/5/6 attacks seldom miss due to the average rolls for 2d6. I thought this made for a bit of a predictable outcome each time and detracted from the overall games we played.

I realise that people have defence abilities to offset the above situation but I also wondered what would happen if a d12 was used instead. I think this would result in a wider range of probability so possibly more hits at the top end but also more misses at the bottom.

Has anyone tried this already? If not do you think it would work?
 
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Tom O'Keefe
United States
Richmond
Virginia
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I think 2d6 is pretty important to use, because of the predictability you mentioned. The game can swing wildly based on whether or not 2 or 3 key attacks during the course of the game hit, and to throw even more luck into the mix would tilt the game toward waiting, hiding, and avoiding risky combat.

Plus, remember, rolling doubles causes knockback and there are no doubles on a d12.
 
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Arthur chang
United States
torrance
California
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Yeah, I believe the reason we see many 9 AV's and 16 DV's is that the designers wanted the game to be more "predictable", and 2d6 gives you better average rolls in that range.
 
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Darren Thornton
England
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Ahhh the knockback indeed. Yes that is fairly integral for sure. I think you're both absolutely right though, as it definitely being designed with the 2D6 probability range in mind.

I might still run a small game to see how much a D12 unbalances things and then if I like it (I do like the unpredictabledevil ) figure out a separate knockback mechanism.

 
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