Showing posts with label Dice. Show all posts
Showing posts with label Dice. Show all posts

Monday, June 16, 2014

How Do You Roll?



Last night I was reading about +Erik Tenkar rolling an 18 for a character he was playing at the North Texas Role-Playing Games Convention he had recently attended (see What Makes Rolling 3d6 in Order So Special? for more) and it got me to thinking about how I like to roll my ability scores. For years my friends and I would roll three sets of 4d6, discarding the lowest die result, and arrange each grouping as we saw fit. This method made high ability scores relatively common place and it wasn't unusual to have several players at the table who didn't have an ability with a score lower than 14. In many ways that method feels like the beginner's mode of dice rolling to me today. 

In early 2006 I picked up a copy of the Advanced Dungeons and Dragons Dungeon Master's Guide for $3.46 at a used bookstore (it was a third printing for those of you who care about such things). I can still remember the first time that I opened the book and started working my way through it, fascinated by the differences between how I played and how the game used to be played - at least according to the book. After reading through the Dungeon Master's Guide over the course of several weeks I came to the conclusion that I no longer liked the method we had been using for years.

I decided to start experimenting with how we rolled our ability scores. At first I decided that we should roll in hard mode (which even Gary discourages) and  had my players use a single set of 3d6, in order, but the results weren't very satisfying. The players who always seem to roll high continued to have good scores, but those of us who the dice gods hate (read me and Icarus) would often find ourselves playing characters without a single score above 10 and most of our results in the single digits. After that initial failure of a change we tried a variety of different methods ranging from going back to our original method, to multiple sets, to even rolling d10s. In the end the method that provided the most satisfying results was rolling two sets of 3d6, in order, and picking the best result for each ability score.

So how do you roll your ability scores?

Wednesday, January 8, 2014

Getting the Most from Your Dice

When you roll the die it's important to remember that your form matters. Like the grip of a golfer how you manipulate the die before it's cast will determine success or failure. So let's look at the three keys to a good roll. 

The Three Keys to Success

1. Ensure that your dice are properly cared for. If you're going to be rolling a die ten, twenty, thirty times a night then you have to ensure that it's in good condition. Chips, bits of dirt, and even saliva from that foul girlfriend of yours can cause the die to fail a true roll. So before each game be sure to wash your dice with a coarse cloth and cool, soapy water. Then rinse it completely under warm water. Make sure that there's plenty of time for them to dry or your rolls will fail to provide you with your desired result.

2. Always use proper form when rolling. At the table you'll find different techniques for rolling and I cannot stress this enough: most of them are wrong. A proper roll begins with the die placed in the center of your palm. Next you should lay your pinky flat against your palm and each of your remaining fingers should be loosely laid on top in a stair like fashion. Now gently shake the dice in your hand four times to ensure that it has begun to move in a random, yet controlled, manner. On the fourth shake, release the die onto the table allowing it to come to a rest. If done correctly this should produce the desired results nine out of every ten casts. 

3. Check the level and cleanliness of the table. Just as your dice should be clean to ensure a true roll so too should the table. If it's littered with the remnants of food, ejaculate, and other ephemera then you can not possibly hope for a true result. So be sure to clean it with a soft cloth and a hot, soapy water.

The Trouble with War

 Recently I introduced a war into my home game. Two factions aligned against each other and they began fighting in the capital of Bissel, Th...