Regarding the number of dices, I'll gladly try to explain:
To show my point I will use D6 because they are the most familiar to players, but the mathematical principles are valid regardless of the number of sides. Don't be taken aback, it is some text and many numbers, but it is not too complicated.
When you throw 1D6 you can have up to 6 different results, each with the same chance of 16 2/3%:
1: chance 1 / 6
2: chance 1 / 6
3: chance 1 / 6
4: chance 1 / 6
5: chance 1 / 6
6: chance 1 / 6
When you throw 2D6 you can have up to 11 different results, but the propabilities for the results are NOT equally distributed:
2 (1 + 1): chance 1 / 36
3 (1 + 2, 2 + 1): chance 2 / 36
4 (1 + 3, 2 + 2, 3 + 1): chance 3 / 36
5 (1 + 4, 2 + 3, 3 + 2, 4 + 1): chance 4 / 36
6 (1 + 5, 2 + 4, 3 + 3, 4 + 2, 5 + 1): chance 5 / 36
7 (1 + 6, 2 + 5, 3 + 4, 4 + 3, 5 + 2, 6 + 1): chance 6 / 36
8 (2 + 6, 3 + 5, 4 + 4, 5 + 3, 6 + 2): chance 5 / 36
9 (3 + 6, 4 + 5, 5 + 4, 6 + 3): chance 4 / 36
10 (4 + 6, 5 + 5, 6 + 4): chance 3 / 36
11 (5 + 6, 6 + 5): chance 2 / 36
12 (6 + 6): chance 1 / 36
And if it is 3D6 the chances are even more weighted on the average (this time without the single results for each sum, the chances should be sufficient):
3: 1 / 216
4: 3 / 216
5: 6 / 216
6: 10 / 216
7: 15 / 216
8: 21 / 216
9: 25 / 216
10: 27 / 216
11: 27 / 216
12: 25 / 216
13: 21 / 216
14: 15 / 216
15: 10 / 216
16: 6 / 216
17: 3 / 216
18: 1 / 216
So, what's the chance to roll the minimum/maximum vs. the average when rolling the dices? (I'll round to the nearest full percentage where possible)
Minimum (1): 17%
Maximum (6): 17%
Average (3 or 4): each 17%
Minimum (2): 3%
Maximum (12): 3%
Average (7): 17%
Near average (6,8): each 14%
So the three most common results 6,7 and 8 are hit with a 45% chance, but there is only a 3% chance to hit the top or bottom score.
Minimum (3): 0,5%
Average(10 or 11): each 12,5%
Near Average (9 or 12): each 11%
Maximum (18): 0,5%
The most common results 9, 10, 11 and 12 are rolled in 47% of all rolls. But the chances for a top or bottom roll are not even more percent but 5 per mill!
Conclusion: The more dice you use, the slimmer the chances of very low or very high results compared to the propability of a totally average result. And this is just up to 3D6. I don't even trouble imagining what's the difference between 30 (absolute minimum) and 100-110 (mathematical average) concerning propabilities when "rolling" 30D6 like in Warhammer. (Hint: The chance for 30 or 180 on 30D6 is each 1 / 221073919720733357899776).
Use a single dice and you have a real element of luck in the game. The more dice you use, the less the elemtn of luck.
(Personal remark: I really enjoy chess when I definitely don't want ANY luck in the game.
Ah, I think I unterstand. So it is not the rules themselves but more what the players are making out of it. This is a lack in background information I see with Demonworld, too. But you will encounter "munchkins" regardless of the game. I myself am playing the Empire and Isthak. And I know that Furik, the level 1 priest of the empire is as seldom used as the simple foot soldiers, since both are relatively weak units. I think it depends on what and how you're playing which shapes the army. Should I ever go to some tournament I will propably twink my army to the maximum of efficiency, too - like all the other players. But when playing with my pals, it's a different story. We enjoy RPGs and for this reason we also take into account the background of the units when recruiting our armies. For example I find the emperial canon quite enjoyable and much more useful than the foot soldiers, but there are some questions: Where does the canon come from? How is it transported to the battlefield? Is it logical that such a piece of war machine is even present? Only if these questions can be answered the canon will be set up.
And this is, where I see much work ahead, if Demonworld is to be established. Taking a look at BattleTech or Warhammer, there is a giant amount of background information. Not only army books, but novels, too, computer games, scenario books (especially with BatteTech I still enjoy reading the books about the "Kell Hounds" or "Gray Death Legion") and the like.
But with Demonworld? I only know of the three novels (I don't know if they ever were translated into English) and the two computer games. And as much as I like the game play of "Demonworld 1" - the background story totally destroys the mood. Fraiz Alkaldo is overthrown, Harrane attacked, the Ice Giants freed from the Isthak oppression and finally Xeribulos Dan Hurrorcon himself is defeated. WTF? After playing "Demonworld 1" there is simply nothing left of Isthak. And many of the fan fiction I've seen so far is equally bad. I especially remember a story which began(!) with the complete destruction of Emessa, the imperial capitol. Dafuq?
I would like to see this corrected and regard more novels, battle and scenario books much more important than some hex-free rules or new armies or units. When the players are more familiar with the world, races and cultures of Demonworld (what's the name of the world anyways?) then it is still plenty of time for the standard "Army of the Undead" or the lizardmen or full scale siege war or updated campaign rules etc.
I still remeber when I started playing BattleTech. There was a handfull of mechs and the rule set. Let the fight begin! But the next thing I got into my little fingers where the first novels and they were thrilling without end. After reading them I definitely wanted MORE BattleTech. And i got it with the house books and the hardware readouts etc.
But with Demonworld? It is hard enough to gather and paint the full range of units for a specific race and then? You know just the tiny piece of information you get through the army book (about 10 pages) and that's it. After that you can try a second or even third race but you can't develop a real relationship with the race you've originally chosen.
Just my 2 cents.