I want to roll my dice!

Regarding d12, at least I see more d12s on table than I saw them in 3.Xe.

Fullblade, Waraxe & Execution axe are very popular choice of weapons. I even see Urgrosh used by a two-weapon barbarian as he can use the d12 head for non-two-weapon barbarian powers.

Those are superior weapon, but at least you can let NPC use greataxe and that will not be a bad choice.

Regarding d%, even in 3.Xe, those are only used in some tables. Almost no combat rules, spells, etc. needed d%. And even when a rule says %, it was usually the multiple of 5. Thus a d20 did the job.

If you really want to use d%, you can make some random table. Say, random encounter, weather table, NPC traits table and such.
 

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Each group I have played in or run so far has had at least one player using the d12 for their weapon, so I see them in my games.

As far as %'s go, I do use them every once in a while to determine random things.

For example, in my last game, the players fought in the city streets late at night. I decided that each round I would roll a % to determine if a city patrol arrived. I started at 10% for the first round and decided it would go 15%, 20% 30%, 40%, 60%, 80%.

Guards ended up showing up in the 5th round, just as they were about to drop the guys they were on. They ran at that point - not that they would lose, but it would mean serious trouble.

Anyway, you get the point ;)
 

Note: Each step up of a die is equivalent to +1 average damage.

So monster doing 1d6+5 can be changed to 1d12+2 without messing anything up.
 

Note: Each step up of a die is equivalent to +1 average damage.

So monster doing 1d6+5 can be changed to 1d12+2 without messing anything up.

On average they are the same, yes... but note that 1d12+2 is a lot more "swingy" than 1d6+5, giving you a range of 3-14 rather than 6-11. It also makes a difference on crits.

So, the bigger the die, the greater the range of outcomes, and the more random the damage inflicted. Which can be good or bad, depending on whether you think combats should be more/less random.
 


I spent a few years trying to find the perfect match for my favorite D12 from 15 years ago, and when I finally did, I found myself in a similar situation. I'd spent years wanting to roll 2+ matching d12s, but rarely had the chance.

So I wrote up a chart that matched the average outcomes of various multiple die rolls, and use the nearest approximation with a specific die for each type of monster. Brutes and Lurkers use d12s, Soldiers use d10s, Skirmishers d8s... For instance, when a skirmisher would roll 6d8, my brutes are rolling 4d12. The average damage for each roll remains within 1-2 points/per tier, but you get to roll the dice you want.

I love it, and since I mostly design my own monsters, it helps differentiate the roles a little more (a crit. from a brute has a little more punch, a multi-attack from an artillery monster has higher minimum damage...).

Most importantly, it lets me match my dice color to what I feel a particular role should use (brutes should use red d12s, skirmishers blue d8s...). A little crazy, yes, but sometimes it's the little things that help make the game fun.
 

Or you can just use the fact that a d12/3 = d4 and a d12/2 = d6.

I especially like the first of those as d4's are rotten at rolling while a d12 rolls nicely and it is more satisfiying to watch your dice come to rest on max rather than watch them spin in the air and stop on max as they touch the table :)
 

I know one of my favorite things about the Draconomicon: Chromatic Dragons was the "Creating Dragon Hoards" section starting on page 62. It has a percent table for what kind of treasure a dragon usually has. Then it has lists of types of materials that an art object might be made of, which can require % dice if you want to determine it randomly. Of course, this doesn't need to only be for dragons, and you can use this for all of your treasure hoards to get the % dice used more as well as making treasure more interesting and realistic.
 

I use % with GM Gem's tables. They have a lot of uses for random things that PC's see and pickpocket. They have quite a few fun lists that help keep things fresh and creative. I also use % to name various inns, taverns, shops, and the sort.

I use the d4 for random little punishments against HP. That way it does a little damage to be funny but not enough to really impact the game too much. I.e. They are walking along a trail, PC rolls a natural 1 on perception. "You are walking along the path trying to see what is up ahead but miss the fact that there is a branch in the way. You trip and hit your head on it. Take 1d4 damage and I roll the damage." "You drank too much ale. You fall off the stool. " 1d4 damage.
 

I love the responses everyone!

Since I already edit my monsters before using them, I'm going to take a long hard look at using different dice sizes for different monster roles.

Using 1d4 for incidental damage is brilliant and I can't believe I haven't been doing that.

And I'm going to start looking for and creating my own random percentage tables for determining what is happening in the game world, outside of player and monster actions. I wish there were more of these in the RAW. In retrospect, the lack of such tables is the biggest differences in "feel" to me as a DM between 4E and earlier editions.

Thanks again!
 

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