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1d2, 1d3 - How implemented?
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<blockquote data-quote="Duncan Haldane" data-source="post: 1641392" data-attributes="member: 514"><p>I'd also recommend following some standard conventions for your dice rolls.</p><p>eg</p><p>- High is always good for the roller. This means if it's not declared before hand then it always works that way.</p><p>- Miss chance is usually 50%. So, you can roll any dice you want for your miss chance, and if it's high you don't miss due to the miss chance.</p><p>- I usually roll stabalisation on a d20, since I have more of them at hand than I do d10s. This means that, with the high is good roll, a 19 or 20 stabalises, since that's a 10% chance.</p><p></p><p>There are also other parts of dice etiquette</p><p>- Don't roll until the DM asks. IMPORTANT - you can't roll dice when you want, keep a high roll, and they use it as your next roll.</p><p>- Roll where other players can see too (not necessary for the DM, but as DM you may want to make some rolls in the open).</p><p>- Myself, I don't like the mini dice - too easy for players to "accidently" mis-read them, and hard for others to verify.</p><p>- Use dice that are easy to read. If you have to squint and move closer to the dice you need glasses or your dice aren't easy to read. Strong, bright colour for the inking on highly contrasted solid colours is good - eg, purple dice with write numbering. Light Grey dice with white numbering is bad.</p><p></p><p>Oh, and marbles make good D1s, but they take a long time to stop rolling.</p><p></p><p>Duncan</p></blockquote><p></p>
[QUOTE="Duncan Haldane, post: 1641392, member: 514"] I'd also recommend following some standard conventions for your dice rolls. eg - High is always good for the roller. This means if it's not declared before hand then it always works that way. - Miss chance is usually 50%. So, you can roll any dice you want for your miss chance, and if it's high you don't miss due to the miss chance. - I usually roll stabalisation on a d20, since I have more of them at hand than I do d10s. This means that, with the high is good roll, a 19 or 20 stabalises, since that's a 10% chance. There are also other parts of dice etiquette - Don't roll until the DM asks. IMPORTANT - you can't roll dice when you want, keep a high roll, and they use it as your next roll. - Roll where other players can see too (not necessary for the DM, but as DM you may want to make some rolls in the open). - Myself, I don't like the mini dice - too easy for players to "accidently" mis-read them, and hard for others to verify. - Use dice that are easy to read. If you have to squint and move closer to the dice you need glasses or your dice aren't easy to read. Strong, bright colour for the inking on highly contrasted solid colours is good - eg, purple dice with write numbering. Light Grey dice with white numbering is bad. Oh, and marbles make good D1s, but they take a long time to stop rolling. Duncan [/QUOTE]
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1d2, 1d3 - How implemented?
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