I'm actually a big fan of probability, and enjoy working out values such as average damage, chance to succeed, and the like. I have a slight problem with the current system of the base mechanic, which is the following:

I believe it should be changed to this

Now before anyone says I'm just pulling semantics, let me explain that I'm doing this to correct the game's probability on an attack, for purposes of defending players, and I'll explain why. I have two major arguments for this change, and I'll explain them thusly.

Obviously, not everyone will agree with me, so I'd like to see how this fares for people to read.

SRD wrote:The Core Mechanic: Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do this:

• Roll a d20.

• Add any relevant modifiers.

• Compare the result to a target number.

If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.

I believe it should be changed to this

Revision wrote:Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do this:

• Roll a d20.

• Add any relevant modifiers.

• Compare the result to a target number.If the result exceeds the target number, your character succeeds. If the result is equal to or lower than the target number, you fail.

Now before anyone says I'm just pulling semantics, let me explain that I'm doing this to correct the game's probability on an attack, for purposes of defending players, and I'll explain why. I have two major arguments for this change, and I'll explain them thusly.

- Currently, the system for calculating Saves and AC were as such "10 + modifiers" while the calculations for a check are "d20 + modifiers". With the current system, two characters with equal modifiers have
**unequal**odds, with the advantage going toward the one who gets the die roll. This is due to the fact that the roller only requires a roll of 10. There are 11 sides on a 20 sided die with a number equal or greater to 10, giving the roller a 55% chance to succeed on any even test. This meant that on targeted attacks (one that rolled against an AC), the advantage was toward the attacker, while on effects requiring a save, the advantage was toward the defender.

The problem is that now all rolls are the attacker's job, which means he has the slight advantage all the time. If the attacker required to exceed the roll, he would now have to roll an 11. There are 10 sides of a die that exceed 10, which is an exact 50% probability. Even odds for both attacker and defender. - Skill checks have a similar problem. A DC of 10 higher than your skill (in my opinion) should have a probability of 50%, while a DC of 20 higher should be impossible. Of course, if there are critical skill checks, even they have a chance, but my point is that it simplifies how the player will know his odds. Currently if he wanted to know what his odds of succeeding are, it would be "21 + modifiers - DC * 5" while my proposed system would be "20 + modifiers - DC * 5", which is easier to calculate in your mind (DC is 7 higher than my bonus, so I have a 35% chance). This would mean a DC of 20 is impossible unless you have at least a bonus of 1 to do the action (so, it's still challenging :D).

Obviously, not everyone will agree with me, so I'd like to see how this fares for people to read.