2d12 variant

d12 variant

Introduction

This is a variant of the standard d20 system put out by Wizards of the Coast. It came about while I was contemplating combat probabilities — more than that later. Anyways, the system involves rolling 2d12 for the base number rather than d20 — what that does is instead of giving a linear probability scale, a bell shaped distribution. What this does in effect is make easy things easier to do, and hard things harder to do (but not too much more as the max is 24 and getting a 20 is actually slightly easier). I’ll be posting up a table indicating the new probability scale. Now I’ve only run through a minimum of tests, so it’s not fully worked out, but I plan to continue to play with is as it seems to be working well so far.

Probability Tables

 

2D12
Target Number
(TN)
%Odds of rolling
TN
%Odds of rolling
TN or higher
2
0.69444444
100.00000000
3
1.38888889
99.30555556
4
2.08333333
97.91666667
5
2.77777778
95.83333333
6
3.47222222
93.05555556
7
4.16666667
89.58333333
8
4.86111111
85.41666667
9
5.55555556
80.55555556
10
6.25000000
75.00000000
11
6.94444444
68.75000000
12
7.63888889
61.80555556
13
8.33333333
54.16666667
14
7.63888889
45.83333333
15
6.94444444
38.19444444
16
6.25000000
31.25000000
17
5.55555556
25.00000000
18
4.86111111
19.44444444
19
4.16666667
14.58333333
20
3.47222222
10.41666667
21
2.77777778
6.94444444
22
2.08333333
4.16666667
23
1.38888889
2.08333333
24
0.69444444
0.69444444

DC Changes

By using the d12 variant, not only does the proabability curve change from a linear curve to a bell curve, the average roll also increases from 10.5 to 13. This has the effect of making all low DC checks easier to accomplish, and conversely, high DC checks more difficult. Should one wish, the DC’s can be modified to accomodate the change. The following table shows the equivalent DC’s and their chances of success between d20 and the d12 variant.

For Armor Class, a base of 13 instead of 10 is used. Likewise for Spell save DC’s, and other similar mechanics that have a base of 10.

d20 DC d20 % d12 DC d12 %
5 80% 8 81.4%
10 55% 13 54.6%
12 45% 14 46.2%
15 30% 16 31.5%
16 25% 17 25.2%
17 20% 18 19.6%
18 15% 19 14.7%
19 10% 20 10.5%
20 5% 22 4.2%
22 N/A 23 1.4%
23 N/A 24 0.7%
25 N/A 25 N/A

Criticals

Critical Hit:
Weapon Critical Range Changes
To account for the modified percentages for weapons, simply increase the minimum number needed to roll a treat by 1.

d20 Crit Range d20 % d12 Crit Range d12 %
16-20 25% 17+ 25.2%
17-20 20% 18+ 19.6%
18-20 15% 19+ 14.7%
19-20 10% 20+ 10.5%
20 5% 21+ 7%