I did the math (and rounded up to the nearest 16%) (lord, someone should probably check my probabilities) to answer the question:
What if you used the initiative die in J. West's GOZR as the threat die too?
This appeals to me because I'm the kinda dude that forgets threat if a macro isn't screaming at me about it.
Remember, in GOZR, a 1 or a 2 counts as a threat realized.
Threat Die | % Chance (≥1 die rolls 1 or 2) | Equivalent d6 Roll ≤ |
---|---|---|
3d4 | 87.5% | 5 |
2d4 | 75% | 5 |
3d6 | 70.37% | 4 |
1d3 | 66.67% | 4 |
2d6 | 55.56% | 3 |
1d4 | 50% | 3 |
2d8 | 43.75% | 3 |
1d6 | 33.33% | 2 |
1d8 | 25% | 2 |
1d10 | 20% | 1 |
1d20 | 10% | 1* |
*: Maybe you have to roll again and get 1 to 3 to represent this low percentage, or maybe let the common gooz (the monster with this sucky range) have their moment to shine anyways. I know I'd choose the later.
So it is possible for the PCs to win the initiative (they just need a 3 or better) but still have to deal with a threat coming to the fore.
I've been messing around with a similar, but simpler version of this change in my latest Fantasy Heartbreaker.
In our roll20 GOZR games, I switched to a d20 for initiative and adapted the percentiles above to d20 ranges. The appeal of the honest d6 is tempting me tho.