Dice Superstitions

Post/Author/DateTimePost
#1

FearOfTheDark

Jun 01, 2010 11:11:23

While playing a session Sunday night, I shared dice with a new player to our group.  We rolled horribly all night.  I'm thinking about going out and buying her a set of her own dice (she complained that my dice were horrible, too).

Any supersititions like this?

#2

Absinta

Jun 01, 2010 11:18:11
When I was little, my mother always told me to "breathe luck over the dice" before rolling them...
#3

dionnecurat

Jun 01, 2010 12:17:37
I remember playing a one-shot at a friend's appartment.  I dropped one of my d20s in a shot glass, and rolled 4 crits that night.

I don't play without a shot glass anymore.
#4

j-pop_jedi

Jun 01, 2010 12:29:19
Get her those dice with 2 20s instead of a 1 and a 20.  Don't tell her, but let the dm know.  See if this enhances the game at all.  Switch to the normal die(they come with a normal identical d20) for the next game.

supersititions:  I am a horrible hit points roller, reguardless of dice used.  In the last 11 years of play, I've rolled the following.  The most hps I've had with a character when I rolled hps was 19 at level 9 (fighter).  The party wizard had 30+...the lols.

d10s(9*, 1,1,1,1,1,2,3)
d6s(2,1,1,1,1)
d4s(1,1,1,1,1...endless string of 1s)
*(I begged at 1st level dm felt sorry for me because I rolled a 1)

Obviously we only roll d4s now, via the iron heros method.

Of course there is my friend to restore cosmic balance.  He rolled max or max-1 for all his hps since I've been playing with him.  In the game I had 19 hps, he had 117 at level 8 (+5 con bonus d10s).  Man, I miss that game.
#5

FearOfTheDark

Jun 01, 2010 14:18:10
Get her those dice with 2 20s instead of a 1 and a 20.  Don't tell her, but let the dm know.  See if this enhances the game at all.  Switch to the normal die(they come with a normal identical d20) for the next game.



That sounds like some funny things could happen, but this certain female player wouldn't like the idea that she's being given a handicap.

I was just more or less wondering if people have bans on sharing dice.  Another new player at our table used his own set Sunday night, and he opened his first roll with a 20.  Just made me think, haha.


#6

nikitadarkstar

Jun 01, 2010 14:29:14
Last set of stats I rolled up was with my purple/gold set of d6's, I rolled 17,17,17,15,15,14. Those are now the only d6's I roll.

If I use any other d20 than my black/white one while playing my necromancer he weill be critically failing his spells ALL THE TIME.

If I use my hematite d20 for my Assassin my DM will start to get frustrated since anything under 14 seems low on that char/dice combo.

If my mom has touched my dice pouch I might aswell not play that night, always seems like I roll worse then. :p
#7

lionlemur

Jun 01, 2010 15:55:08
1) Purchase dice only on a day of the week with an "a" in it.

2) Before entering your home with your new dice you must walk around your house in a clockwise circle three times.

3) Never use your dice until they have been properly blessed.  To do this, bury your dice in the dirt near your home until the full moon.  After dark, on the night of the full moon, dig them up, and place them in the center of a circle of candles.  The candles must exactly match the color of the new dice or else be white or purple.  Smudge the dice with an incense composed of fennel, basil, sage and mandrake.  Light the candles (oh migosh, you didn't LIGHT them already, did you?) and pray to the Luck deity of your chosen D&D campaign. 

Raise the dice to each of the cardinal directional points and then to the full moon.  Intone the name of your Luck deity seven times.  NOW comes the test!  Roll each die.  If that die rolls the highest number possible, you may use it.  If that die rolls a 1 you must travel to the nearest active volcano and fling it in.  Otherwise that die must be buried until the next full moon and the ritual performed again.  WARNING: NEVER EVER perform this ritual during a month with less than 28 days!  Remember, you've been warned!

4) Your dice should always be kept in a velvet pouch with pure 100% silk lining.  Failing this, your backpack, purse or jacket pocket will do.

5) Never roll your dice until the first instance that the DM commands.  Premature rolling flouts the gods of LUCK.

6) If you get new, prettier dice, your other dice will get jealous.  To appease them, place them in a jar, fill the jar halfway with milk, soda or beer and take three umbrella steps, intoning the name of the Luck God/dess of your campaign.  Then fill the rest of the jar with potato chips or cheetos.  Doritos will not work!
#8

oldguygaming

Jun 01, 2010 17:02:02
A particular d20 will roll more or less of a given number because the d20 is imperfect. When dice are manufactured, they are die cast which leaves blemishes. To get rid of these blemishes, the dice are put through a rock tumbler with coarse sand that removes the blemishes (as well as beating the hell out of the dice). This results in some corners being more rounded then others which means the die has less of a chance of stopping on the side with the rounder corners. If you round the corners surrounding the 1 enough, that die will never roll a 20 (located opposite of the 1).

Game science makes precision dice that have sharp crisp edges and don't have that problem. They present each face with equal frequency. Some people don't like them because they still have a blemish (where the  die was cut from the die cast frame). Extensive testing has been done on them and verified that the blemish does not affect rolling.

Here is a video that discusses this in depth.

That being said, once you have obtained some high quality game science dice, follow the procedure described above in Lion Lemur's post. Obtaining quality dice is just the first step. If you want them to roll high, you must also appease the dice gods!
#9

diggles

Jun 01, 2010 17:03:55
i've found you should really roll the dice around in your hand.  just an up and down shake doesnt work well with changing your results.

cover your hands, do horizontal circle motion while you also shake up and down!

release!
#10

FearOfTheDark

Jun 01, 2010 18:15:24
A particular d20 will roll more or less of a given number because the d20 is imperfect. When dice are manufactured, they are die cast which leaves blemishes. To get rid of these blemishes, the dice are put through a rock tumbler with coarse sand that removes the blemishes (as well as beating the hell out of the dice). This results in some corners being more rounded then others which means the die has less of a chance of stopping on the side with the rounder corners. If you round the corners surrounding the 1 enough, that die will never roll a 20 (located opposite of the 1).



That's really interesting and good to know.  However, I've played enough sessions with my set of dice to believe that I don't have a huge issue with this, as I've gotten plenty of good numbers and rolls.  I think it was just an off night.

Do you use the "perfected" dice, or something else?
#11

j-pop_jedi

Jun 01, 2010 18:58:02
My new superstition is that if you own most of the gaming supplies your group uses, you will roll low.  No good deed goes unpunished.  Reverse karma.

If you never contribute(monitarily) to the gaming group, you will roll uber stats and make lots of crits.  This is just my personal experience.  I'm probably just being paranoid.  No wonder I end up being DM.
#12

Oathwin_Oakheart

Jun 01, 2010 23:21:04
I show up at every game session with a at least 6 sets of dice . . .

Kind of like taking a large selection of swords to a duel.

The friends I play with also show up with loads of dice.

They all switch them in and out depending on how they are rolling.

I am the Dungeon Master for my group about 99 % of the time . . .

I was given a very nice blue diamond set of dice for Father's Day from my wife and 2 children.

Every time I use the dice a Player Character buys the farm in a terrible way.

My group lives in utter and complete fear of these dice!

" Fear the Blue Dice of Death ! ! ! "

#13

MrCelsius

Jun 02, 2010 4:52:04
     I'm boring.  I recognize that the human mind assigns meaning to randomly-generated patterns and am generally inclined to believe that any bias which a given die may have will be too slight to be meaningful -- let alone perceptible -- in the relatively short term of a campaign.  I've seen 'biased rolling' from dice; the other night I was running a PC and several monsters, and the PC never rolled above a 6 while the monsters never rolled below 16.  Must have been upwards of fifty rolls over a six-round combat.  One might take that to be conclusive that the one die is malformed in order to roll low and the other malformed to roll high, except that I used the same dice for all rolls.  Sometimes (frequently, in fact) the random numbers land in a pattern to which we attribute significance which is not there.

     That said, I like to have a new set of dice for each character (and have several sets waiting in the wings for a few I plan on playing).  I don't like certain other people to roll my dice, but that's because certain other people are greasy.  If anything, having specific dice for specific roles prevents me from letting the urge to fish for a 'better' die take hold; if Strategy ir'Vaine rolled a crit with any but the Iron Man-coloured Chessex Gemini dice I got just for her, it just wouldn't be right.  You live by the dice, you die by the dice.

     To contribute a superstition, I have one player who turns all of his dice to their maximum value when not in use.  Either it's a bit of compulsive behaviour, or he's trying to train them to remember which way is the right way to land.  Perhaps it's a bit of both.
#14

averagetable

Jun 02, 2010 10:39:39
I have one player who turns all of his dice to their maximum value when not in use.  Either it's a bit of compulsive behaviour, or he's trying to train them to remember which way is the right way to land.  Perhaps it's a bit of both.




Yes, turning dice to their highest number when not in use is a rather common behaviour.  As you said, some people do it from pure "compulsion" (e.g. "It looks tidier that way.") and others do it because they feel like they're "training" the dice to favour those numbers.

Such behaviour looks especially ridiculous, though, when you realise how common it also is for people to do the exact opposite.  For every person who "stores" his dice with the highest numbers facing up, there's another who stores them with the "1"s facing up.  Some people also do this from pure "compulsion" (e.g. "Now they all match!"); but some do it for similar superstitious reasons.  While some will keep the high numbers facing up to "train" the dice to favour those numbers, some will keep the low numbers facing up so the dice will become "bored" with showing "1"s all the time and will relish the opportunity, when rolled, to go in the opposite direction.

Long story short; people are morons.
#15

sanguinesphinx

Jun 02, 2010 14:11:18
Long story short; people are morons.



Agreed. It seems to me that most people know that superstitions are idiotic and useless, but partially believe them anyway. I'm not at all superstitious compared to most people, but I still can't help feeling that I need to roll "harder" for more important rolls, possibly while shouting a battlecry.
#16

LordOfWeasels

Jun 02, 2010 14:22:52
     To contribute a superstition, I have one player who turns all of his dice to their maximum value when not in use.  Either it's a bit of compulsive behaviour, or he's trying to train them to remember which way is the right way to land.  Perhaps it's a bit of both.



I do that.  It's because I like how they look that way.  Since I want to sort my dice so I can always grab one of the right size I need, I figure I might as well turn 'em right way up while I'm at it.

(I also arrange my D6s in a little diamond pattern.  Because I can.)
#17

erik_the_guy

Jun 02, 2010 14:33:27
Go with brutal weapons, and avengers.
#18

coston89

Jun 02, 2010 19:56:24
I always whisper to my dice before I roll. Whenever I don't, they roll lower than normal. Also, they must be refered to by name. Daerak is tempermental and will roll no higher than 10 if I don't. His brother Grurak will just wait til I need him most and roll a 1 to get me killed.
#19

Breadley

Jun 02, 2010 23:25:36
Go with brutal weapons, and avengers.


Khopesh IS rather neat, and new players would especially likely enjoy that re-roll, same with Executioner's Axe. It's likely feel like a bigger difference than it actually is.
#20

obsidius

Jun 03, 2010 9:37:28
Whenever I roll a new character, I take out all my d6s (and I have almost 30), and roll them all at one. I then discard every dice that has rolled 1. I then roll the remaining dice again, discard the 1s and keep doing this until I only have 4d6 left (we roll 4d6 and discard lowest for character gen). This way I have the dice that are that night's high rollers.

When I DM, I have a specific set of dice I use, a set of ice blue frosted crystal dice that I bought about a year ago. They're no better than any other set I have, but I like the look of them more.
#21

oldguygaming

Jun 03, 2010 14:13:51
Whenever I roll a new character, I take out all my d6s (and I have almost 30), and roll them all at one. I then discard every dice that has rolled 1. I then roll the remaining dice again, discard the 1s and keep doing this until I only have 4d6 left (we roll 4d6 and discard lowest for character gen). This way I have the dice that are that night's high rollers.

Another way to look at that is that the dice that rolled 1's have gotton those 1's out of their system and are therefore less likely to roll them again. The other dice are still full of 1's and are bound to roll them soon.

#22

happy_dagger

Jun 04, 2010 0:11:56
I played a druid not too long ago in a (sort of) 3.5 campaign. He had a black bear companion. The druid himself very rarely rolled well on anything, but the bear more than made up for it, consistently outrolling everyone in the party. It's now a running joke in this group of friends that bears can fix any problem through brute force and carnage. Tough homework assignment? Summon the bear! Stuck at a long red light? Bears to the rescue! Girlfriend dumped you? You get the idea.

I guess I don't have any particular dice superstitions, but it's a fun example of biased dice.
#23

marble66

Jun 04, 2010 12:03:42
Try rolling with your left hand. It kinda feels like somebody else is doing it.
#24

sockmonkey66

Jun 04, 2010 17:37:38
Mine is kind of boring. I just roll a few times at the start of the game to get them warmed up.
#25

ingestiblebulk

Jun 07, 2010 0:23:16
I have one player who turns all of his dice to their maximum value when not in use.  Either it's a bit of compulsive behaviour, or he's trying to train them to remember which way is the right way to land.  Perhaps it's a bit of both.




Yes, turning dice to their highest number when not in use is a rather common behaviour.  As you said, some people do it from pure "compulsion" (e.g. "It looks tidier that way.") and others do it because they feel like they're "training" the dice to favour those numbers.

Such behaviour looks especially ridiculous, though, when you realise how common it also is for people to do the exact opposite.  For every person who "stores" his dice with the highest numbers facing up, there's another who stores them with the "1"s facing up.  Some people also do this from pure "compulsion" (e.g. "Now they all match!"); but some do it for similar superstitious reasons.  While some will keep the high numbers facing up to "train" the dice to favour those numbers, some will keep the low numbers facing up so the dice will become "bored" with showing "1"s all the time and will relish the opportunity, when rolled, to go in the opposite direction.

Long story short; people are morons.



 


actually, i always keep my dice on ones.  it isn't so that they'll get "bored" with the 1, it's just sort of a faulty use of statistics (that it's unlikely for a die to roll the same number twice).  i understand the whole "dice have no memory" concept, but it makes me feel better.  the human mind just isn't set up to accept the concept of a random system.  we can know on an abstract level that there is no pattern, but our minds will find one anyway.  and besides, we're playing a game about magical beasts and fantastic adventures; a little superstition about dice just doesn't seem that out of place.



#26

MrCelsius

Jun 07, 2010 4:22:46
     Back when I used to believe in things, my good friend MrF and I used to talk about 'bashing the waveform'.  Blah blah, quantum mechanics, blah blah, observation collapses the waveform to a particle, blah blah.  Add in a touch of 'god is a bastard'.  The idea was that trope one sees so often in films; if someone says 'we're safe now', then that person is about to die.  So all we have to do is say something obvious like 'I'll never roll the 20 I need' and boom!  20.  Except that then we got more meta with it, counter-bashing in order to second-guess god or causality or whatever.  Eventually we got to the point where we'd say 'Now you'll roll nothing but ones' in an attempt to seem to wish good luck, but actually the waveform knows that we bash so that would result in bad luck, but we're triple-guessing (quadruple-guessing?  I'm too drunk to tell) it so that it'll come out with good rolls.  Obviously, we're smarter than god/luck/causality/etc.

     Can you see how liberating it is not to believe in anything any more?  Sure, the world's a less magical place, but at least I don't have to avoid stepping on cracks and say the right hoodoo to roll that 17-or-better I need.  **** god, **** statistics, just roll the damn dice and get on with the ****ing game.
#27

Quintarius

Jun 07, 2010 5:22:58
The below one i know too well:
I'm playing online with a group of playmates, while playing a NPC character made its way into the group.
A Leader character, little girl, didn't even had a name when it came to the group.
The Playercharacters gave her a name, she came along on the adventure and everytime shes able to attack, she rolls massive damage and hits everytime.
She outrolls the striker sometimes and hits probably more often than our avenger its freaky.

She's being played by our second leader so no DMPC there.

I played a druid not too long ago in a (sort of) 3.5 campaign. He had a black bear companion. The druid himself very rarely rolled well on anything, but the bear more than made up for it, consistently outrolling everyone in the party. It's now a running joke in this group of friends that bears can fix any problem through brute force and carnage. Tough homework assignment? Summon the bear! Stuck at a long red light? Bears to the rescue! Girlfriend dumped you? You get the idea.

I guess I don't have any particular dice superstitions, but it's a fun example of biased dice.



#28

Lineov

Jun 07, 2010 10:45:22
There's a DS game that has something akin to the Bear thing.... Might and Magic... i don't recall correctly but there's one cutscene with the phrase "I knew there were demons in those woods,  take these bears to help you!"
#29

narcetus

Jun 07, 2010 12:07:59
This is a true story I witnessed myself, as I was the DM.  A player go so frustrated by rolling a 1 over and over that he said :  Thats it , I'm gonna chop it in half.  So he went to my Chopping Block and grabbed my dads ax (we had a wood burning stove).  He placed the die on the block and on the very first swing, promptly missed the entire block and hit himself in the leg.  Thank god he wasnt seriously injured but after that we viewed the whole 'hit yourself on a fumble rule' a little differently than we used to.  He succeeded in chopping the die in two on the second swing though.

By the way we have been so superstitious about dice that a certain high rolling die called Old Red has been repeatedly stolen back and forth, even 20 years later, I tried to lift that die just last month.
#30

averagetable

Jun 07, 2010 14:44:40
Although I know this isn't the point of your story, I couldn't help but gawk when I read the following:

He placed the die on the block and on the very first swing, promptly missed the entire block and hit himself in the leg.  ...  He succeeded in chopping the die in two on the second swing though.



So he tried once, completely missed (since he'd probably never chopped wood in his life), nearly inflicted a grusome wound that might have resulted in amputation or death, and then promptly TRIED AGAIN?!
#31

kenlar

Jun 07, 2010 17:27:01
Whenever our DM rolls his dice and they land near his laptop, where he keeps all the notes, it results in a poor roll (1-4).

Between encounters or when doing something that doesn't require dice-rolling, we all try to stack our dice in the following order (from top to bottom):
d4
d6
d8
d10
Percentile die
d12
d20
All of the dice are turned with the highest number upwards and if we succeed in stacking the dice, we automatically crit during the first round of combat.

Player d20s soaked in cola roll 1s. DM d20s soaked in cola roll 20s. We learned this after he dropped his d20 into his mug and scored crits for the next few rounds. It hurt.

The odds of scoring a critical hit when you need it is proportional to the distance between you and the nearest animal combined with the amount of milk you've drunk within the last 24 hours (or so it seems)
#32

kirjotusvihe

Jun 08, 2010 8:59:06
I have only one superstition about dice. And that is to never shout "Anything but 1".
#33

rugsrat

Jun 08, 2010 9:45:47
I'm one of those compulsive people who puts all of their dice on the maximum amount. Every time. It's very much just a compulsive thing for me... though a part of me does hope that it makes a difference in rolling.

Never roll on the paper! It will only end in tears. Seriously, whenever we play D&D, anyone who has a die roll onto their character sheet will invariably miss or roll minimum damage. So we don't do that anymore.

 I also keep my dice organized in two specific bags. The World of Darkness d10s I own never stay in the same bag as my D&D dice.

And if you color in the high number on your dice, you roll better. It makes them lucky. I use an orange highlighter for this purpose, because orange stands out really well on the majority of dice that I own.
#34

flamingfaith

Jun 09, 2010 4:50:06
I have a dice I accidently took from a mate. It either rolls really low (1-4) or really high (19-20). There is no in between. I gave the dice to our DM to use one night, he didnt cause a single hit in a fairly large encounter. The very next encounter, he rolled 4 crits in a row.

It is a fickle dice, when I am in a bad spot and need a 20 really bad, its the one I pick. In other situations, I never touch it.

I also have a set of limited edition pink speckly dice. I dont let anyone touch them but me, for fear of them losing their luck.
#35

sillen

Jun 09, 2010 13:12:37
Although I know this isn't the point of your story, I couldn't help but gawk when I read the following:

He placed the die on the block and on the very first swing, promptly missed the entire block and hit himself in the leg.  ...  He succeeded in chopping the die in two on the second swing though.



So he tried once, completely missed (since he'd probably never chopped wood in his life), nearly inflicted a grusome wound that might have resulted in amputation or death, and then promptly TRIED AGAIN?!



Maybe he had enough HP's to not be bothered by it.
Anyway...I had a player that would always "warm up" his D20 by making several training rolls, and also gently rotating it above a candle flame.

I'm beginning to get superstitious about my current D20
I took all my dice I had and rolled them many MANY times to try and figure out if any of them where "balanced" towards high numbers.
This is because I remembered back in the day I used to own a "cursed" die that noone would use because it always rolled high in combat (wich was a bad thing in that system, 20 was always a fumble)
But I couldnt quite remember wich one it was.

But extensive testing did provide me a good candidate.
A single die stood out from the rest, with an odd colour that had no matching set in my entire bag, and it rolled over the course of many "20 rolls" tests 15+ more than 50% of the time, and never less than three 20's per test run.

Armed with this "cursed" die the very next session I proceeded to roll nothing above 10 in combat and 4 20's in a row out of combat, when doing stuff like jumping across stagnant yucky pools of water, or rolling knowledge checks about monsters AFTER the fact that we allready killed them Undecided
#36

zahg

Jun 09, 2010 19:00:08
Try rolling with your left hand. It kinda feels like somebody else is doing it.

Hahaha

My new superstition is that if you own most of the gaming supplies your group uses, you will roll low.  No good deed goes unpunished.  Reverse karma.

If you never contribute(monitarily) to the gaming group, you will roll uber stats and make lots of crits.  This is just my personal experience.  I'm probably just being paranoid.  No wonder I end up being DM.

I can second this for being true. I own most of the miniatures and about 8 sets of dice, as well as several books. My friend is the DM this campaign and also owns a few miniatures, books and dice sets. The two other players in our campaign own nothing. We've only played twice so far, but between eight encounters, my friend has had absolutely appaling bad luck with monster rolls (both to hit and damage), and I've only rolled above 10 three times for to-hit rolls. Luckily I'm playing a rogue, so my bad luck isn't so bad. Meanwhile, the other two players have consistently rolled at least 1 crit each encounter, rarely miss on any given to hit, and haven't done more than 3 points under max damage.


As for my superstitions:
  • If anyone else rolls my dice when they're doing well, they drain the luck from them.

  • I don't roll dice outside of an encounter because I don't want to "waste" the good rolls (though I will sometimes roll them if I have hit a streak of bad luck in an effort to "get rid of" the bad rolls).

  • If anything touches the dice while it's rolling (especially a person) it will come up with a bad roll.

  • If you ever mention anything about the roll you need (i.e. Don't worry, I only need a 6!) you will fail that roll by 1.

#37

commander_cain

Jun 09, 2010 19:19:10
Never let the DM touch your dice...ever...
#38

gmhack

Jun 11, 2010 8:40:15
I think my biggest superstition is that I never use a die that is not part of a full set. If I lose a die from a set, a regretably common occurence with 3 cats in the house, I move that whole set out of my dice bag and do not use them until I find the missing die.
#39

kenlar

Jun 11, 2010 16:00:08
In regards to the "Never let the DM touch your dice":

Never touch the DM's dice. He'll just roll natural 20 after natural 20 for the rest of the session (or until you wash your dice).
#40

commander_cain

Jun 11, 2010 17:21:12
In regards to the "Never let the DM touch your dice":

Never touch the DM's dice. He'll just roll natural 20 after natural 20 for the rest of the session (or until you wash your dice).



When I did that I couldn't roll above a 10 on mine. I swear his dice cursed me and I passed it on to mine lol.
#41

kenlar

Jun 12, 2010 16:42:18
In regards to the "Never let the DM touch your dice":

Never touch the DM's dice. He'll just roll natural 20 after natural 20 for the rest of the session (or until you wash your dice).





When I did that I couldn't roll above a 10 on mine. I swear his dice cursed me and I passed it on to mine lol.



In our case, if a player touches the DM's dice, it will make sure the DM never misses an attack and you can't hit, unless the d20 lands on the floor, which renders the roll "illegal" and it has to be rerolled.

If the d20 lands on the floor and you play with the same rule as mentioned right above, the d20 will be a Natural 20.

The highest number on your d20 decreases by 10 if you're using a ranged attack or opportunity attack and by 2 for each enemy within an area specified by an area attack. If this number will drop to 0, it is instead locked at 1 until you have "paid your debts" (until any excess penalties have been applied). If you borrow someone elses dice, his dice will have the same penalties as whatever amounts yours have stacked during the game session. Sadly, this seems to be true with our dice.
#42

commander_cain

Jun 12, 2010 17:41:15
In regards to the "Never let the DM touch your dice":

Never touch the DM's dice. He'll just roll natural 20 after natural 20 for the rest of the session (or until you wash your dice).






When I did that I couldn't roll above a 10 on mine. I swear his dice cursed me and I passed it on to mine lol.




In our case, if a player touches the DM's dice, it will make sure the DM never misses an attack and you can't hit, unless the d20 lands on the floor, which renders the roll "illegal" and it has to be rerolled.

If the d20 lands on the floor and you play with the same rule as mentioned right above, the d20 will be a Natural 20.

The highest number on your d20 decreases by 10 if you're using a ranged attack or opportunity attack and by 2 for each enemy within an area specified by an area attack. If this number will drop to 0, it is instead locked at 1 until you have "paid your debts" (until any excess penalties have been applied). If you borrow someone elses dice, his dice will have the same penalties as whatever amounts yours have stacked during the game session. Sadly, this seems to be true with our dice.



Thats crazy lol. You're DM must be some sort of alien with mythical powers or something lol
#43

salla

Jun 12, 2010 22:30:26
One of my players seems to think that the longer he shakes the die/dice in his hands, the better it will roll.  Needless to say, there are times this gets really, really tedious as we all just stare at him for over a minute while he plays with the dice during a tough fight (which most are).
#44

kenlar

Jun 13, 2010 14:03:59
In regards to the "Never let the DM touch your dice":

Never touch the DM's dice. He'll just roll natural 20 after natural 20 for the rest of the session (or until you wash your dice).







When I did that I couldn't roll above a 10 on mine. I swear his dice cursed me and I passed it on to mine lol.





In our case, if a player touches the DM's dice, it will make sure the DM never misses an attack and you can't hit, unless the d20 lands on the floor, which renders the roll "illegal" and it has to be rerolled.

If the d20 lands on the floor and you play with the same rule as mentioned right above, the d20 will be a Natural 20.

The highest number on your d20 decreases by 10 if you're using a ranged attack or opportunity attack and by 2 for each enemy within an area specified by an area attack. If this number will drop to 0, it is instead locked at 1 until you have "paid your debts" (until any excess penalties have been applied). If you borrow someone elses dice, his dice will have the same penalties as whatever amounts yours have stacked during the game session. Sadly, this seems to be true with our dice.




Thats crazy lol. You're DM must be some sort of alien with mythical powers or something lol


Meh, he's not an alien as far as we know. Our d20s, however, may be a completely different matter.
#45

commander_cain

Jun 13, 2010 18:33:41
In regards to the "Never let the DM touch your dice":

Never touch the DM's dice. He'll just roll natural 20 after natural 20 for the rest of the session (or until you wash your dice).








When I did that I couldn't roll above a 10 on mine. I swear his dice cursed me and I passed it on to mine lol.






In our case, if a player touches the DM's dice, it will make sure the DM never misses an attack and you can't hit, unless the d20 lands on the floor, which renders the roll "illegal" and it has to be rerolled.

If the d20 lands on the floor and you play with the same rule as mentioned right above, the d20 will be a Natural 20.

The highest number on your d20 decreases by 10 if you're using a ranged attack or opportunity attack and by 2 for each enemy within an area specified by an area attack. If this number will drop to 0, it is instead locked at 1 until you have "paid your debts" (until any excess penalties have been applied). If you borrow someone elses dice, his dice will have the same penalties as whatever amounts yours have stacked during the game session. Sadly, this seems to be true with our dice.





Thats crazy lol. You're DM must be some sort of alien with mythical powers or something lol



Meh, he's not an alien as far as we know. Our d20s, however, may be a completely different matter.

Alien Dice? Yeah I've seen this before, first the rolls are all crazy, next thing you know you're sitting alone in the dark, halway through a bag of corn starch wondering how to link up with the mothership...not that I'd know anything about that mind you...

#46

kenlar

Jun 14, 2010 15:33:58
In regards to the "Never let the DM touch your dice":

Never touch the DM's dice. He'll just roll natural 20 after natural 20 for the rest of the session (or until you wash your dice).









When I did that I couldn't roll above a 10 on mine. I swear his dice cursed me and I passed it on to mine lol.







In our case, if a player touches the DM's dice, it will make sure the DM never misses an attack and you can't hit, unless the d20 lands on the floor, which renders the roll "illegal" and it has to be rerolled.

If the d20 lands on the floor and you play with the same rule as mentioned right above, the d20 will be a Natural 20.

The highest number on your d20 decreases by 10 if you're using a ranged attack or opportunity attack and by 2 for each enemy within an area specified by an area attack. If this number will drop to 0, it is instead locked at 1 until you have "paid your debts" (until any excess penalties have been applied). If you borrow someone elses dice, his dice will have the same penalties as whatever amounts yours have stacked during the game session. Sadly, this seems to be true with our dice.






Thats crazy lol. You're DM must be some sort of alien with mythical powers or something lol




Meh, he's not an alien as far as we know. Our d20s, however, may be a completely different matter.


Alien Dice? Yeah I've seen this before, first the rolls are all crazy, next thing you know you're sitting alone in the dark, halway through a bag of corn starch wondering how to link up with the mothership...not that I'd know anything about that mind you...



Meh, haven't been there yet. Worst thing we've experienced so far was failing every single d20-roll (i.e. rolling a 1) for an entire session. This is goddamn annoying when one of our game sessions start between 11.00 AM and 1.00 PM and last until 6.00 PM... that means 5-7 hours of failed rolls.
#47

durm

Jun 14, 2010 22:09:55
I set all my dice to 1 when they sit on the table.  The logic is that it's unlikely that they'll land on a 1 again if they're already sitting on one.

#48

commander_cain

Jun 15, 2010 17:10:29
I set all my dice to 1 when they sit on the table.  The logic is that it's unlikely that they'll land on a 1 again if they're already sitting on one.



I've done that before too! I honestly forgot about it until you reminded me lol. I stopped because I figured they'd get too used to being the 1 side up :P

#49

MrCelsius

Jun 15, 2010 19:55:52
One of my players seems to think that the longer he shakes the die/dice in his hands, the better it will roll.  Needless to say, there are times this gets really, really tedious as we all just stare at him for over a minute while he plays with the dice during a tough fight (which most are).


     Time to introduce a shot clock.
#50

Mechalibur

Jun 15, 2010 22:02:05
Wow! I don't have any of these. One of my players is convinced that a particular d20 gives him worse results overall, but I've been keeping track of this, and it actually had a higher average than with his good d20. He just seems to roll bad numbers when it matters the most.
#51

averagetable

Jun 16, 2010 12:54:52
He just seems to roll bad numbers when it matters the most.




Yes, that's a common source of superstition and false belief.

When certain events are more "important" or more "emotionally charged" then people seem to remember them better.  Over time, this causes people to recall more of the important event outcomes than the unimportant ones and, because they can recall those events more easily and clearly, they tend to assume that the outcomes of those events are more likely than they truly are.

So if a certain die has failed you on several memorable occasions, there's a tendency to think the die is particularly likely to roll poorly; even if, as a matter of fact, it actually has a tendency to roll particularly well.  The problem is that you don't remember all the mundane, routine occasions on which it worked; you only remember the few occasions when a roll meant life or death and it just happened to fail.

As an aside, this is also why many people have the grotesquely inaccurate belief that airplanes are more dangerous than automobiles.  Thousands upon thousands of people are injured or killed in automobile accidents every year; but because those are so mundane people don't notice or remember.  Yet when a single airplane crashes, it's treated as front-page international news.  So people are able to recall airplane crashes much easier than their infrequency would imply and, therefore, think they're far more common than they truly are.

And, as a further aside, when an event is super-duper-emotionally-charged you get a related effect called "flashbulb memory".  When this occurs, people tend to remember not only the event in question; but also the time, place, circumstances, and details in which they experienced it.  Events like the Kennedy Assassination and the World Trade Center Attacks fall into this category - most people can remember exactly where they were and what they were doing when they first heard news of these occurances.
#52

a_lusty_alien

Jun 16, 2010 17:01:32
The superstition I observe from players most often at the table is "Never touch another player's dice."
#53

maveth

Jun 20, 2010 9:10:35
1) Purchase dice only on a day of the week with an "a" in it.

2) Before entering your home with your new dice you must walk around your house in a clockwise circle three times.

3) Never use your dice until they have been properly blessed.  To do this, bury your dice in the dirt near your home until the full moon.  After dark, on the night of the full moon, dig them up, and place them in the center of a circle of candles.  The candles must exactly match the color of the new dice or else be white or purple.  Smudge the dice with an incense composed of fennel, basil, sage and mandrake.  Light the candles (oh migosh, you didn't LIGHT them already, did you?) and pray to the Luck deity of your chosen D&D campaign. 

Raise the dice to each of the cardinal directional points and then to the full moon.  Intone the name of your Luck deity seven times.  NOW comes the test!  Roll each die.  If that die rolls the highest number possible, you may use it.  If that die rolls a 1 you must travel to the nearest active volcano and fling it in.  Otherwise that die must be buried until the next full moon and the ritual performed again.  WARNING: NEVER EVER perform this ritual during a month with less than 28 days!  Remember, you've been warned!

4) Your dice should always be kept in a velvet pouch with pure 100% silk lining.  Failing this, your backpack, purse or jacket pocket will do.

5) Never roll your dice until the first instance that the DM commands.  Premature rolling flouts the gods of LUCK.

6) If you get new, prettier dice, your other dice will get jealous.  To appease them, place them in a jar, fill the jar halfway with milk, soda or beer and take three umbrella steps, intoning the name of the Luck God/dess of your campaign.  Then fill the rest of the jar with potato chips or cheetos.  Doritos will not work!



That's hilarious! +2 lols!

#54

techno_viking

Jun 20, 2010 15:24:46
Three of the players in my party will always roll their dice a few times before a game starts hoping to get low numbers.  They claim doing this gets the bad rolls out of the dice so that during the game there will only be good rolls.  However, when they do this they are also deathly afraid of getting good rolls because too many good rolls before a game will leave only bad rolls for when they actually start playing.

I personally own two of each type of dice so that if one is having a "bad day" I can switch to the other one and get better rolls.  There have been days when both sets of dice have given me bad rolls; on those days I just curse the random number gods.
#55

kenlar

Jun 20, 2010 16:34:09
I set all my dice to 1 when they sit on the table.  The logic is that it's unlikely that they'll land on a 1 again if they're already sitting on one.



I just tried this during today's game session. Scary thing: I rolled about five times as many Natural 20s as I normally do. I think I'm going to go buy some more dice, so I have one for each of my attacks...

Our DM was so kind that he allowed us to take some Magic Crossbow Turrets from a dungeon and fasten them to my Tenser's Floating Disk (he ruled that they will disappear when the disk disappears and they will reappear attached to the disk when I summon it again). That and my Mage Hands (thanks to Staff of Spectral Hands) that are each allowed to hold a weapon or shield. Those extra 2d8+5 damage per turret (because we enchanted the turrets. normally they only deal 2d8+3 damage) and my three Mage Hands that each deal 1d8+my strength modifier (0) damage, is still acceptable, yet it takes some time to roll those 6d20s each turn. But then, I guess it's quite okay to deal a potential 7d8+10 extra damage each turn, even if it means I'll have to roll those 6d20.
#56

LordOfWeasels

Jun 20, 2010 18:34:26

Our DM was so kind that he allowed us to take some Magic Crossbow Turrets from a dungeon and fasten them to my Tenser's Floating Disk (he ruled that they will disappear when the disk disappears and they will reappear attached to the disk when I summon it again). That and my Mage Hands (thanks to Staff of Spectral Hands) that are each allowed to hold a weapon or shield. Those extra 2d8+5 damage per turret (because we enchanted the turrets. normally they only deal 2d8+3 damage) and my three Mage Hands that each deal 1d8+my strength modifier (0) damage, is still acceptable, yet it takes some time to roll those 6d20s each turn. But then, I guess it's quite okay to deal a potential 7d8+10 extra damage each turn, even if it means I'll have to roll those 6d20.



Your DM is letting you use a ritual and a cantrip to get five extra attacks a round.

You don't actually *need* any dice luck

#57

kenlar

Jun 21, 2010 16:25:10

Our DM was so kind that he allowed us to take some Magic Crossbow Turrets from a dungeon and fasten them to my Tenser's Floating Disk (he ruled that they will disappear when the disk disappears and they will reappear attached to the disk when I summon it again). That and my Mage Hands (thanks to Staff of Spectral Hands) that are each allowed to hold a weapon or shield. Those extra 2d8+5 damage per turret (because we enchanted the turrets. normally they only deal 2d8+3 damage) and my three Mage Hands that each deal 1d8+my strength modifier (0) damage, is still acceptable, yet it takes some time to roll those 6d20s each turn. But then, I guess it's quite okay to deal a potential 7d8+10 extra damage each turn, even if it means I'll have to roll those 6d20.




Your DM is letting you use a ritual and a cantrip to get five extra attacks a round.

You don't actually *need* any dice luck




You're right about me not *needing* any dice luck. It still is nice enough to have though. Besides, if it helps me roll crits, why should I complain?

Still, dealing a potential 7d8+10 bonus damage from separate attacks that don't consume my Standard Action is pretty nice.
#58

rudie

Jun 23, 2010 3:12:23
My friends and I belive in dice punishment.

There was a session where one player rolled nothing higher than a ten (on a D20) all night. He then threw the die into the fireplace's glowing embers, dug it out and froze it for a week.

He rolled twelve twenties that session.
#59

MrCelsius

Jun 23, 2010 9:19:32
My friends and I belive in dice punishment.

There was a session where one player rolled nothing higher than a ten (on a D20) all night. He then threw the die into the fireplace's glowing embers, dug it out and froze it for a week.

He rolled twelve twenties that session.


     Well, yeah.  That's what happens when you melt your die into a gumdrop-shaped lump of slag with a deformed '20' on the top.
#60

warrl

Jun 23, 2010 11:10:10
There was a session where one player rolled nothing higher than a ten (on a D20) all night.

I went through one combat with my Warlord, where the highest roll I got in the entire combat was on a d6. Three different d20s never managed to give me above a 4, so I never got to find out what my damage dice would do.

Next combat, same dice were fine.

#61

Roguemagus

Jun 23, 2010 23:18:02
During one of my first 3.5 games, I rolled very very poorly. Then my DM suggested that I switch from my right hand to my left hand and I rolled two criticals in a row. (on a spindown counter, though...) However, this has never worked for me again.

I've found that lining your D20s in front of a TV and playing a good nerdy show or movie (Doctor Who, Firefly, The Gamers, etc.) gives them a short-term boost.
#62

rudie

Jun 26, 2010 10:33:37

     Well, yeah.  That's what happens when you melt your die into a gumdrop-shaped lump of slag with a deformed '20' on the top.




Oddly enough, it was perfectly fine.
#63

CPNuke

Jun 26, 2010 20:12:32
After a break of nearly a decade away from D&D I started playing LFR at an FLGS. Since I had started playing D&D in the late 70's, I still had quite a bit of dice stockpiled in an old plastic container. I picked out all the d20s, and three matching full sets of dice, sans d20's.

My first game I was rolling badly. Frustrated, I swapped to this deep, chocolate brown d20 I had from somewhere. Someone teasingly asked me if I was swapping d20s because I was superstitious about my dice. I grinned, held up the brown d20 and said, "No. This die used to roll crappy for me years ago until I got so mad I swallowed it to show it what crappy really meant. It took 2 weeks to get it back. It used to be green. Now when my other dice start rolling bad, I pull ol' Crappy out to remind of the penalty for failure."

They laughed, but I'm not sure a few understood I was only joking around.

So, now I have this brown d20 from who knows where, with a made up story of punishment. The kicker? It really does seem to roll better than my other d20s. I only use it for initiative and after I've rolled more than 2 misses/failures in a row. Then it comes out, makes a good roll, and the other dice fall into line when someone at the table inevitably comments on ol' Crappy's punishment.

A joke about superstition actually tuerned into one for me. Tongue out

Another story, while not based on superstition, was this weird yellow d20 I found in the old dice box. I decided to use it the next game I DM'd for my kids. I couldn't roll out of single digits until I swapped d20s. I decided to give it another chance at my LFR game later that week. Again, the highest I rolled was a 10. (It was not so bad as I was playing a charisma rogue and was still hitting on low rolls and social skills. Though I did swap out for ol' Crappy about halfway through the game.)

The kicker to this story was the following weekend I was prepping for my home game with the kids when I decided to try that yellow d20 again. I pre-rolled 20 times without rolling over a 10. Then I noticed the damn thing only went up to 10 ... twice!  *facepalm*

Now I only use it when I DM and want to "fudge" a roll or two in my kid's game. ;)
#64

deadcarpenter

Jun 27, 2010 22:43:09

I love y'all. And it's fun to play-act superstitions during the game.

But y'all are being ironic, right? I mean, magic isn't real.

#65

salla

Jun 27, 2010 22:46:15

I love y'all. And it's fun to play-act superstitions during the game.

But y'all are being ironic, right? I mean, magic isn't real.




I believe that as well, but apparently some people have a deep psychological investment in superstition and really do believe they can influence dice in some way.
#66

Crackerjake

Jun 29, 2010 19:06:52
My players won't let me use my d20 anymore after quite a few lucky rolls on my part.  Now whoever is rolling badly gets to use it :P 
#67

mock26

Jun 30, 2010 19:22:38
"The Crack."  Part of my living room is now officially called "The Crack."  I am serious.

I have hardwood floors and in the corner where I DM and in one section, between two boards, there is a slight gap.  I have an over-sized d10 that I use for important battles where I want to win initiative and if I roll the die so that it crosses The Crack I have about an 80% chance of winning initiative.  If the die does not cross The Crack I will almost alwasy lose initiative.

Unfortunately my group has figured this out.  They have also figured out that if the stamp their feet on the floor when I roll that my success rate goes down to normal.  So, I often have to be sneaky when I decide that I want to win initiative.

And just to clarify, we play in my living room around my coffee table (which is also the food table!) and I often sit on the floor in one corner so that my cat can sleep on my lap more comfortably than she can if I am sitting in a chair.
#68

robvdhjr

Dec 01, 2010 13:34:02
One encounter my Elf Ranger was rolling poorly. I time I had rolled a 3 for a Daily power, so I used Elven Accuracy to re-roll. Because of my poor rolling over the encounter, one party member joked saying that I could not possibly roll worse. The re-roll for the attack was a 2.