A lot of games use 1DN rolls, they are quick, easy to implement, and WRONG.
Anybody played . . . any tabletop game, or sit down D&D ever, how many dice did you bring to the table . . . I'm going to guess more then 1. (like a small bag of them). Just one action on a tabletop game will take upwards of 5 dice easy.
Why? Because multiple dice = somewhat predictable behavior.
You're standard 1DN takes 2 operations, + Random # generation or lookup.
The generation of Gaussian Random numbers adds an extra 5 or 10 operations, more if you use a low efficiency algorithm, and then takes get this 2 operations.
If you do your RNG in advance or during slow cycles with not much on the CPU. it's the same!!!
So you've got a epic dude of Epic-ness kickass sword, expert training, Years experience. This guy is made of win.
This guy encounters a spider in the woods. Attacks, Rolls for 0 - 85 attack. gets a 3. doesn't kill the spider.
Wait, What??
I understand there maybe should be some chance to miss. but then just say miss, don't embarrass . . . everybody . . . with a hit of 3.
If your TOP hit is 85. you aught be doing 60 - 65, reliably.
that's 20 + 17D5. which is a lot of operations, or Gaussian(62.5, 5) which is 2, and a Gaussian look-up.
Same goes for Armour, You're amour that gives 8 protection should almost never roll 0, unless the attacker has some special for a chance to ignore Armour.
1DN should be used exclusively when it is logically defensible that all possible outcomes aught be equally probable . . . which is in thermodynamics, or nearly never.
If anybody thinks 1DN rolls are a good idea, Speak now, or rally behind me in this crusade against the misuse of random damage, and all other occurrences of 1DN.
Robbie Price