When Bad Luck Strikes... and Persists


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Now that I got my breath back and the control over my body ...

One of my friends had the same problem years back and the solution he found was using a programmable pocket calculator.

The DM had to test it for a while but his average rolls improved.
 


Some steps to try, in progressive order of desperation:

1) Try rolling differently. Get a dice cup, and roll from the cup - it may be you subconsciously picking up the dice a certain way, and flipping your wrist a certain way, etc. - Changing habits can be as important as changing dice.

2) Speak sweetly to your dice. Coddle them on a silk pillow, tell them sweet bedtime stories, and spritz nice-smelling perfume on them and tell them how good they've been behaving.

3) Take your most problematic dice, and train them. Find a wall that is either already heavily scarred, or cannot be scarred by subsonic-velocity impacts. Then, utter profanity at your dice, and throw them against the wall. Use the movie "Pulp Fiction" for inspiration if needed. Repeatly profane them, and yell at the top of your lungs warning them that you will beat them silly if they keep this :):):):) up.

4) Taking inspiration from one individual who does his research with M&M candies, you could hold duels to the death between your dice, to figure out which ones are the best candidates. the following is taken from Monte Cook's website:

"Whenever I get a package of plain M&Ms, I make it my duty to continue the strength and robustness of the candy as a species. To this end, I hold M&M duels.

Taking two candies between my thumb and forefinger, I apply pressure, squeezing them together until one of them cracks and splinters. That is the "loser," and I eat the inferior one immediately. I set the "winner" aside in a victor's pile until the entire population of the package has gone through one round, then square off the winners against each other.

I have found that, in general, the brown and red M&Ms are tougher, and the newer blue ones are genetically inferior. I have hypothesized that the blue M&Ms as a race cannot survive long in the intense theatre of competition that is the modern candy and snack-food world.

Occasionally I will get a mutation, a candy that is misshapen, or pointier, or flatter than the rest. Almost invariably this proves to be a weakness, but on very rare occasions it gives the candy extra strength. In this way, the species continues to adapt to its environment.

When I reach the end of the pack, I am left with one M&M, the strongest of the herd. Since it would make no sense to eat this one as well, I pack it neatly in an envelope and send it to:

M&M Mars, A Division of Mars, Inc.
Hackettstown, NJ 17840-1503 U.S.A.,

...along with a 3x5 card reading: "Please use this M&M for breeding purposes."

This week they wrote back to thank me, and sent me a coupon for a free half-pound bag of plain M&Ms. I consider this "grant money." I have set aside the weekend for a grand tournament. From a field of hundreds, we will discover the True Champion.

There can be only one."

Good luck in your experimentation.
 

Nail said:
Have you kept statistics on this?


......sorry, couldn't help it. :)

No, really you should do this. You may find it is just a matter of thinking the glass is half empty. Hold on, let me see here my psyc 101 book says........
 

I had a player with a mild form of this malady... he was a wizard with particularly bad luck with Spell Penetration checks. He's been known to fail checks that would succeed on a 2 or better on several occasions. He was still frighteningly effective against things that lacked SR.

Today he's playing an archer with optimized attack bonus... and critting things left and right! It appears the Dice Gods like him taking Improved Critical, because they've awarded him 19's on several crucial occasions.

There are several ways to minimize the effects of chance in battle... wizards seem to have the best options. Choose the Maximize Spell feat, and use it on d6 and d8 spells (normally marginal for d6 spells, but with your luck...). If you don't have enough power to utilize the Maximize strategy, stick to spells that roll d4 for damage like Magic Missile and Cone of Cold (these use 1d4+1, which is even better). Lots of spells don't depend on luck at all... Fly, Spider Climb, Teleport w/o Error (um, don't take regular Teleport), Power Word Kill, and more!

Learn the words "take 10" and "take 20" for skill and ability checks. Go for high fixed modifiers on your dice rolls (ie: "twink up" the character). Go for weapons with 2 dice of damage. Go for things that make you roll LOTS of dice to "work out" your curse sooner.

Worst Case: stop playing for a couple of weeks... maybe your dice are just tired!
 

Bah. I have a player who rolls above 10 something like 80% of the times and scores at least a critical per battle. I don't know what to do with him. Knowing the laws of fate, if I begin throwing tougher enemies at him to offset, his luck will immediately cease and he will be slaughtered, and I'll feel bad about it. But I can't keep seeing all saves constantly made and almost all attacks hitting.

I think he's stealing karma from you, but I lack the proof. I'm sorry. :(
 

Reversi

Heya:

If the problem is that you seem to be continually rolling low, then _keep those dice_. Make a card that says on one side, "Opposite Rolls" and on the other "Normal Rolls". At the beginning of a game night with the evil dice, set the card down "Opposite Rolls" side up. Whenever you roll a die, subtract the result from the number of sides plus 1. So, if you roll a 3 on a d20, then (20+1)-3=18. That's an 18. Hey, roll to confirm!

Eventually, the dice will figure out what you've done. Just turn your card over at that point. Repeat as needed.

Take care,
Dreeble
 

Dice tips ... (longish)

a) First of all: did somebody touch your dice ? If so, see c)

b) "let the dice roll where they may" and just take your roleplaying ques from that. (the example posted previously with the cleric finding his touch-spells cursed by Vecna should give you an idea

c) if all else fails: get your hands on a Hackmaster corebook (get it from a friend , buy it steal it but get it ;) ) and use the "Fame Rub Signatures" to recharge your dice. You can also read appendix L in the Players handbook. This appendix deals with such matters as:

- dice etiquette
- dice priming
- dice maintenance
- dice rolling procedures (showing several techniques)
- dice collecting
- ...

Some pointers if you can't readily access the Hackmaster Players handbook:

- > DICE ROLLING ZONE (DRZ) : 17 3/4 wide to 11 7/8 deep minimum per player (it is not advisable to roll in the FRZ or free rolling zone. Because the FRZ is any area outside the respective DRZ's you'll potentialy roll hanged dice since the FRZ is particularly used to store beverages and snacks, and to deploy miniatures)

addendum: though it is not impossible to "train" your DRZ, it's is preferable to "train" your dice. These can be caried while your DRZ is fixed to a table or some such. (maybe any of the games companies might look into a portable DRZ?)

- > two golden rules of dice etiquette: don't ever touch someone else's dice and observe silence from the moment a players wind's up to roll until the dice has become perfectly imobile.

- > how to test new dice: roll a new dice 25 times, if the die rolls more minima (eg 1 on a D20) than maxima (eg 20 an a D20) don't buy the die, it's no good.

- > emergency purge : empty your dice-bag, roll each die until you roll a maximum on that, then set it aside. When all dice are rolled to maximum, carefuly put them back into your dicebag and shake mildly for 5 minutes (the shacking re-introduces your dice to the bags-interior)

IF ALL ELSE FAILS:
BECOME A DM AND START FUDGING YOUR ROLLS
 

Korimyr the Rat said:
Put some of your d20s in the microwave with the 20 facing up, and microwave them for four or five minutes. This won't be enough to deform them, but it'll soften them and allow the weight to distribute towards the "bottom"-- the side away from the 20, so that the 20 comes up facing upwards more often.

*realisation spreads across face*
Ooh...good idea.
*evil grin spreads across face*
 

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