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.