| Post/Author/DateTime | Post |
|---|---|
| #1bakhaOct 07, 2011 21:10:59 | Okay, I've always sort of had anger issues when I'm playing a game, watching sports, or basically doing anything involving competition. One of the reasons I have enjoyed roleplaying games in the past is that I could get into my role enough that I was able to push down my anger issues and look beyond the competitive aspect, even getting into the role of playing a loser, degenerate, screw up. Unfortunately, I've now found myself bringing this competitive persona to 4e with my current group. When I'm effective and contributing to the party, it's all good. I find, though, when I start rolling horrible (and oh man, did I ever roll horrible the other night, with maybe two d20 rolls out of around thirty being over a 10), I tend to get pissed and stop enjoying myself. In the grand scheme, I don't mind that I rolled poorly (I wrote up an RP post on our group boards that explained it all, and it was good for a laugh or two), but I'm afraid that I'm ruining the game atmosphere during the actual session for other people by getting angry and not just taking my poor rolls in stride. On the other hand, I really enjoy the "game" aspects of 4e, I just hate it when I feel totally ineffective in a session (since we only play every other week, I want to get the most out of a session). Anyone else find themselves having to bite their tongue or keep themselves in check when things start going poorly with the dice? |
| #2dromaOct 07, 2011 23:02:36 | I've seen that happen before. It's especially frustrating in a tense combat. It's one of the reasons me and a fellow player optomize hit so much. It's fun to hit and not fun to miss. To alieviate some issues you can try playing characters with powers that have effects even on a miss(warpriest) or play a wizard with magic missile and lots of burst stuff. Either you'll always do damage or you'll most likely not miss on everything. Some bursts even come with added effects. Rogues can also be stupidly accurate when optomized often only missing on a roll of 1-2. If you feel you do get more angry than your average person in that situation perhaps seeking some sort of profesional help would be a good idea as it can affect the rest of your life and not just be a hassle for your gaming buddies. |
| #3Omnirahk_half-RahkshiOct 08, 2011 0:48:36 | What Droma said is probably the best advice. But in games, I've had the following two tools to help avoid unlucky nights: 1) "Hero points." Like 3.5 action points. An alternative reward is to just add xd6 to a roll of your choice or reroll it. 2) Choosing to fail. If you want for RP reasons to fail on something you try (and it has to be at least so important), you can take an automatic failure for a bonus/reroll at a later thing. Both are ways you can reduce the impact of a die roll. Get enough, and you can be important when need be. Mind you, I've found random die rolls to be in favor for my characters. The first D&D character I played was in a one-shot. Every roll that night was either 5 or less or 16 or higher. Really exemplified by 3 rounds of natural 1s followed by 3 natural 20s in a row. I could have described the character as "incompetent but lucky," but the die rolls actually agreed! |
| #4sallaOct 09, 2011 15:52:48 | This is one reason I like playing melee leaders. Even when I miss, I'm liable to have done something that will help out a teammate, even if it's just flanking. |
| #5bakhaOct 09, 2011 19:10:17 | This is one reason I like playing melee leaders. Even when I miss, I'm liable to have done something that will help out a teammate, even if it's just flanking. Yeah, I play a Runepriest, and I usually reap the benefits of that as well with the Protection/Destruction rune state riders. Unfortunately, these encounters were set up so that I wasn't adjacent to other people or targets much (fey spiders, harpies, and other shift/blink/flying creatures). It was just a weird session, as I couldn't seem to get my head into the game (and with a Runepriest, you really need your head in the game) once I started rolling poorly. I've just got to do a better job of not letting crappy rolls get me down. |
| #6dreamwolfOct 09, 2011 19:59:09 | It sounds like your DM was out to get you. But seriously (since I am your DM), I don't think you were damaging anyone else's enjoyment of the session. I just tend to be a bit overly concerned with how much my players are enjoying the game, and probably just made it worse by trying to cheer you up. They wree tough encounters, too, for what it's worth. |
| #7bakhaOct 09, 2011 20:57:07 | It sounds like your DM was out to get you. But seriously (since I am your DM), I don't think you were damaging anyone else's enjoyment of the session. I just tend to be a bit overly concerned with how much my players are enjoying the game, and probably just made it worse by trying to cheer you up. They wree tough encounters, too, for what it's worth. Of course my DM is out to get me, he's a jerk like that. ;) It's good to see that you feel I wasn't ruining the session. Next time, I'm pledging to myself to keep my head in the game regardless of how the dice are rolling. |
| #8robertread3Oct 10, 2011 1:22:07 | this is somthing i see out of almost all players, they feel ineffective and like you might as well not be there, you start blaming your dice and you arent as fun to have at the table. but everyone does it and maybe just make fun of yourself when it happens, somtimes you will have a hot hand and the crits wont stop coming just slow down and enjoy those times... i think that after a point, you cant take failing your group anymore and you get pissed at your dice. i think then your group will understand that your upset the best thing you can do is just not make it a problem and maybe cheer on your buddies for how well they are doing. and if you dont want to deal with this problem.... mechanical ways to deal with bad rolling.... 1. dice of auspisious fortune (level 11 wonderous item) 2. MC avenger 3. get more accurate weaponry with a +3 bonus (fullblade or rapier are quite nice) 4. be a rogue/theif 5. charge it 6. get powers that do not target AC (reflex or will is the best) |
| #9slobo777aOct 10, 2011 4:14:37 | There is one additional thing that will make poor rolls not seem important - roll more often. With 2-minute turns, and 10 turns between each of yours, evrything seems geared up on the 2 minute's focus you have on your character, perhaps just three or four times per hour. Speeding up combat, choosing powers that have multiple targets (e.g. play a controller), or that interfere in other players turns (e.g. play a leader) or during the monsters turns (e.g. play a defender, or just load up on powers with interrupts, free actions and the like), can all prevent you feeling like your turn is up to shine, and all determined by a simple die roll. Also, pick daily powers with strong Effect riders, especially ones that do things outside your own turn. |
| #10DetoxifierOct 11, 2011 0:57:34 | Sometimes it really helps to create a backup character you really want to play, at least in equal measure with the one you are playing. In this way character death tends to be a bittersweet experience. Man, that Troll Blooded Glacier Dwarf Barbarian was some brutal fun, but this half-dragon Tibbit warlock is gonna be a blast... In this way rolling horribly all night may not be so irritating as the question of who you are going to be playing next weeks keeps you anticipating the outcome of the battle. |
| #11tubamanOct 13, 2011 10:19:00 | the best suggestion i can give for you, or for anyone else who doesn't like rolling low (which is most people, lets face it). Whenever you think of your action, BEFORE you announce it, think of what will happen if you fail. That right there will reduce the impact of missing and make misses or failures more tolerable. beyond that, you can add even more enjoyment by coming up with good descriptions of the miss/failure. I'm personally a big fan of "roll, then explain" - for example, i say i'm going to make a diplomacy check to win the crowd over, THEN i roll, THEN i say what my character said, to match it with the roll. Additionally, missed attack rolls can make for GREAT opportunities to trash talk the monsters or deliver threats. |
| #12karadinnOct 13, 2011 11:21:15 | ^ I like Tubaman's suggestion a lot because as a DM, I like to describe failure in comical and humorous ways, and even players who are having a bad night with the dice have a bit of fun with their ineptitude. I also make failure descriptions as a player, and when a player joins in on that in a self-deprecating way, it helps to release some of the tension and anger that comes with a series of bad dice rolls. One of my favorite parts of the Penny Arcade Dark Sun podcasts was Kris Straub's approach to character failure. When he rolled a 1 on perception, he said he got sand in his eyes. Since my campaign party is in a desert, I've already shamelessly stolen that line. Look at moments of failure as ways to have fun. Sometimes, failures end up being more memorable than successes, as my Avenger who rolled a 1 on an Acrobatics check and crashed into a fruit stand can certainly attest. He has since had his moments to shine, but that event was the talk of the table for a while and certainly added some fun to the adventure. |
| #131red13Oct 13, 2011 23:00:14 | When constructing your character try and pick powers feats or what not that have secondary damage or have a save for half effect. Something that with spells maybe. Maybe a fresh look at other character classes |
| #14bakhaOct 14, 2011 6:27:46 | the best suggestion i can give for you, or for anyone else who doesn't like rolling low (which is most people, lets face it). Great suggestion. Thanks! |
| #15RPJesusOct 15, 2011 21:38:33 | I'd suggest being upfront with your group about it if they don't already know. Just something along the lines of "Hey guys, I ocasionally lose my [Debutantes avert your eyes] after a string of unlucky rolls, lemme know if it bothers you." Because personally I don't think it would ruin my experience if I gamed with somebody like that, but it does kinda bother me when people seem to get really upset and I have no idea why. So basically just being able to think "Oh, he just gets like that after a string of bad rolls as opposed to going off on a tangent wondering "Is it just because of the rolls, is he bipolar or something, did I offend him somehow, am I just misreading the situation, oh god what's going on?" |
| #16warrlOct 16, 2011 16:21:33 | Additionally, missed attack rolls can make for GREAT opportunities to trash talk the monsters or deliver threats. Unless you're a Bard using Vicious Mockery. In that case, trash-talking and threatening is what you do on a hit. (Warlords also have a few powers to do that. I like Lamb to the Slaughter.) |
| #17tubamanOct 17, 2011 10:57:35 | Additionally, missed attack rolls can make for GREAT opportunities to trash talk the monsters or deliver threats. not at all....in fact, you don't NEED to trash talk or deliver threats when you're hitting....your weapon/implement is doing that for you. *swings sword and misses* fighter - "the next one is landing on your head, you scaly pest! That was just to show you what's coming!" even BETTER: when you trash talk on a miss, it gives the DM a chance to deliver a witty comeback with his monster (which gives you or another player a chance to offer a comedic response when you dispatch the enemy) end result: misses offering potentially far more roleplaying potential than hits (which are gratifying in different ways) |
| #18warrlOct 18, 2011 22:14:45 | Additionally, missed attack rolls can make for GREAT opportunities to trash talk the monsters or deliver threats. In general, I agree... but I was speaking in specific. By the default fluff, trash-talk is how those specific powers hit. Vicious Mockery: You unleash a string of insults at your foe, weaving them with bardic magic to send the creature into a blind rage. (on hit, the enemy takes damage and an attack penalty) Lamb to the Slaughter: The enemy succumbs to your challenge and engages you—only to find more opponents than it expected. (on hit, the enemy is pulled toward you and leaves himself so open that up to three of your allies can charge him during your turn) Both are attacks against the Will defense. The latter is neither a weapon attack nor an implement attack. |
| #19bladecutter563Oct 30, 2011 10:50:48 | I'd say mention it to your group that you have anger issues sometimes and don't really mind whatever happened to cause you to get angry in retrospect, but that you'll try to keep a lid on it. It'll let them know that you're cool with whatever is happening (because, well, stuff happens) and that it isn't their (or the DM's) fault it happened. I know I'd much prefer this so I won't get worried about it. I'm the type who gets uncomfortable when people get angry at the table and tune everything out until the danger passes, so knowing that it isn't directed at anyone at the table in particular is a gigantic step, since I'd feel significantly less awkward. Much less awkward than seeing someone fly into BARBARIAN RAGE, get a +16 to their Strength, stand up from their chair (causing it to fly backwards into the wall and shatter into small splinters) while everything goes to slow motion. Their veins pulsing in their neck with their rage spittle flying every which way as they roars their unspeakable fury to the Gods themselves, and then they pick up the table and throw it clean through the wall. I'd be somewhat uncomfortable if that happened. :P |
| #20cassanNov 02, 2011 21:30:21 | Its sounds like you need to do what my 5yo daughter did the other day in Monopoly - pick up the dice, turn it to the number you want and place it on the table. |
| #21bakhaNov 03, 2011 20:12:10 | Thanks for all the replies in this thread, by the way. I do believe I've actually improved quite a bit (though we haven't had any sessions quite as frustrating as the one in the OP). I just try to keep things in perspective now and roll with the punches, recognizing and occasionally even relishing the challenge of bad rolling. |