# Talk:D20.00 Basics (D20.00 Decimal Rules Supplement)

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## Question[edit]

Obtaining a number 11 - 20 on a d20 occurs (assuming random distribution) 10 times out of 20 or 50% of the time.

Obtaining a number 10.01 - 20.00 on a d2000/100 occurs (again assuming random distribution) 1000 times out of 2000 or 50% of the time. How does this equate to a 100% increase in the difficulty to roll better than a 10 (10.00) by using the decimal version?

Using decimal averages for an integer based system is a flawed logic. 1/2 the time you roll a d20 it should be above 10 the other half less than or equal to 10. I have never seen anyone roll a 10.5 on a d20 or a 2.5 on a d4. —The preceding unsigned comment was added by 70.106.133.59 (talk • contribs) 18:26, 21 November 2006 (MST). Please sign your posts.

- How so? I'm converting the entire system from Intergers to real numbers, not forcing a square to go into a circular hole. --Pz.Az.04Maus 10:53, 24 November 2006 (MST)

Basic mechanics: In order to get decimals (which requires a random number generator that can do up to the 1000's), you need to roll a die that is 2 times greater than what you are rolling for (like if you roll a d20, you roll a d2000). This comprises both your main numbers, and your decimals. To get to the base number, you then divide your result by 100, which gets you your answer.

is not a d2000 10 times greater than a d20?

The only thing tacking a d100 roll to each roll does only enables tie breaks. However, any modifier could be used to break a tie. Although maybe there is a use for leather armour +1.57?

Summation: It seems that roleplay and storytelling could fill in the variety of gaming while perserving immersion much better than adding a complicated mechanic and increased notekeeping. WotC movement to the D20 system was to simplify mechanics and breathe more life into the game. To each his or her own though. --2cp-- —The preceding unsigned comment was added by 70.106.133.59 (talk • contribs) 18:26, 21 November 2006 (MST). Please sign your posts.

- I just asked the maker of this, User:Pz.Az.04Maus to respond, his response should be coming... --Green Dragon 09:02, 24 November 2006 (MST)

- I'm guessing the point, while it is good to loosen the ties of how every creature in the game is predisposed in a perfect situation to win 55% of the tim in a roll, not the 50% chance, is instead how that everyone has more flexibility/range for their scores. Granted, this is a bit more of a thought experiment, along the lines of the facing rules in Unearthed Arcana. --Pz.Az.04Maus 10:53, 24 November 2006 (MST)