| Post/Author/DateTime | Post |
|---|---|
| #1myanMay 17, 2008 21:40:20 | The past couple of D&D sessions have bee good. I love my group, the DM knows what he's doing, and the campaign is riveting. But I can't seem to accomplish anything. I'm playing a crusader and having the worst luck rolling dice ever. It isn't even the dice I'm using. I can swap around and use other member's die and I still only hit once per encounter(and even that is for about 20% of my damage potential). It's so bad that we almost had a TPK tonight because the other tank class got knocked unconscious early. I'm the only one wearing plate and I get hit more than anyone even though I have the highest AC. :headexplo Lets not even talk about spot/listen checks (our whole party blows at these, it's uncanny) I'm at the point where I'm going to have to start roll-playing a doddering fool instead of the holy warrior I signed up for. It's just a little frustrating. :surrender |
| #2zeratulcraftMay 17, 2008 22:02:06 | 1 : Get new dice and treat them right from the get go. 2 : Attempt to appease the dice god. 3 : Play things that don't roll dice, such as a wizard without damaging stuff. 4 : ??? 5 : Profit! Pick your poison! |
| #3myanMay 17, 2008 22:29:18 | 1 : Get new dice and treat them right from the get go. So what, my deity incinerates me in a blast of divine power for giving him a bad reputation, thus allowing me to roll a new toon? :P |
| #4zeratulcraftMay 18, 2008 0:20:24 | Potentially. Whatever's feasible. |
| #5etarnonMay 18, 2008 8:52:40 | I think it's a perception problem. Your perception as a player of this character is that "He should hit most of the time." Except that if for example you need a 17+ to hit the target on a d20, then you are only hitting 20% of the time, 1 out of 5 swings, and missing 4 out of 5. Because it is tough, it is dramatic. i.e. "Get that guy!" It's not that your character is a doddering fool, it is that combat is not easy, unless you are in an ambush position, period. That's how I see it. If the PC misses the swing, hit, shot whatever that's just how it is. Knowing you've missed, what do you do? Whatever it takes to increase your advantage, or set it up so that you win before it starts, or have the opponent in such a position that they can't effectively fight back. Your character is Not a fool. Just not perfect, 100% accurate, one swing / shot one kill. Good luck. |
| #6thubbyMay 19, 2008 6:07:56 | stop relying on luck, remove as much chance as possible from your character. there are plenty of maneuvers that allow rerolls and a few that use skills instead of atk if i remember right, some grant dmg reduction. the luck feats (phb 2 i think) might save you. bullrush and other feats use touch, makng getting a hit much easier. |
| #7gentlemanicMay 19, 2008 6:48:43 | Luck feats are from complete scoundrel, but they don't work for attacks. If you keep having bad luck with the dice just keep trying. If your character dies make a new character who you roleplay as this totally unlucky poor bastard. If you luck continues everybody will have a good laugh and you can roleplay very well. If he has incredible luck then that rocks as well. |
| #8YrucMay 21, 2008 23:57:56 | create your own "playing cards" number them 1-20 and shuffle them each time you need to roll a d20 and pull one and see what you get. (can be done cheaply, make your own or just a regular playing card deck. Use one suit ace to 10 for 1-10 and then another suit ace-10 for 11-20) Have someone else make your rolls for you. Remember to flank, charge etc to give yourself bonus's to hit. Have wizard use up a level 3 spell slot for Curse of Impending blades, Mass or the 2nd level single target version. It reduces the AC of enemies by 2 with no save. Or buy a wand of it, its cheap! |
| #9narackMay 22, 2008 7:11:29 | bring you dice in the middle of your city downtown and sacrifice them to the god of dice. then turn left second light on right enter your d&d store and buy new dice. |
| #10timlagorMay 22, 2008 15:17:29 | See if you can persuade your GM to let you go with the paying card idea but not replace used cards immediately* (making any run increasingly unlikely to continue as you rproceed). This could be problematic if you count the cards and have situations where knowing the likelyhood of success makes a difference to your actions. * maybe reshuffle after you draw 5-10 cards (certainly no more). You could also make it A-10 with Black being low and Red being 10+card for a bigger pack so that runs (good or bad) are still less likely but each card has a smaller effect and you can draw more before shuffling. |
| #11Johnathan_VagabondMay 22, 2008 16:00:04 | Have you tried Weapon Focus, Flanking, & Higher Ground. Situational, but it adds a +4 to attack all combined. (Higher ground is usually pretty easy. Either a mount or hopping on whatever object is nearby works. I like tables). Flanking wors if you've got two tanks. They can sandwich one target and maintain a 5 square wall of AoOs. Do fighter-types get their BAB to feint attempts? You could deny your opponent their dex. What else is there, Spell Buffs. Get that lazy wizard to put Bull's Strength on you for a +2. Bless, Magic Weapon, Shrink Person (if you're desperate to hit and not worried about size). Otherwise, just deal with it. My dragonfire adept and her 3d6 breath weapon have come up between 3-6 on damage far to many times for my comfort. On the other hand, that rare 17 makes me feel warm and gushy inside. |
| #12chavaMay 23, 2008 0:06:15 | Put the dice that are behaving badly in the freezer - it works for one of my players. |
| #13cranewingsMay 23, 2008 0:26:51 | Put the dice that are behaving badly in the freezer - it works for one of my players. That strikes me as wrong somehow. |
| #14logicninjaMay 23, 2008 6:17:16 | If you really feel that you consistently roll lower than average, have another player (or the DM) roll for you. But make sure first. Try rolling 1000 d20s (easier to do it in groups of 5-10 at a time) and calculating the average (easy if you enter the results into an Excel spreadsheet). Once you've done that, you could even ask the DM to just give you a bonus equal to the difference betwen your average result and 10.5. |
| #15myanMay 23, 2008 8:36:27 | Put the dice that are behaving badly in the freezer - it works for one of my players. lmao ![]() If you really feel that you consistently roll lower than average, have another player (or the DM) roll for you. Hmm I like this idea. The cards idea was good too but I don't know if I could sell my DM on it. |
| #16timlagorMay 23, 2008 12:29:10 | The cards might work; the freezer and the lots of rolling are just silly. There is one other thing you might do though. Note down every roll you make in a game. It could be that your only think you've been unusually unlucky because those failed rolls seem to matter more. |
| #17logicninjaMay 23, 2008 16:01:36 | The cards might work; the freezer and the lots of rolling are just silly. Doesn't take as long as you'd think, and it's an objective to determine whether you do, in fact, consistently roll lower than average. Note down every roll you make in a game. It could be that your only think you've been unusually unlucky because those failed rolls seem to matter more. This is a more convenient way of accumulating the information, though, yeah. Just write down every single roll you make. You could also play totally optimized characters, so you hit even on low rolls. If that fails, try the Dragonfire Adept. You never make attack rolls, your enemies make saves. |
| #18candinMay 23, 2008 19:02:04 | Somehow I can't see the DM giving a player a bonus because of a random outcome like dice rolling sitting well with the other players. I can't imagine how my group would take it if the DM gave me a bonus to my skills because I'm left handed.. Write down your rolls if you think it's such a big deal. Nobody notices the positive as much as they do the negative. People usually only pay attention when something goes wrong. |
| #19kimokeoMay 23, 2008 19:56:07 | If all else fails, take what you need to become a Fatespinner. Take control. |
| #20logicninjaMay 23, 2008 21:07:36 | Somehow I can't see the DM giving a player a bonus because of a random outcome like dice rolling sitting well with the other players. It'd apply to everyone... except that if you're getting a significantly above-average result over 1000 rolls, you get an appropriate penalty. The point is, if his 1000 d20 rolls average to, say, 8, then he's consistently being penalized due to some quirk of how he rolls dice. This would balance that out. |
| #21timlagorMay 24, 2008 14:37:16 | If you have a non-fair d20 then you should (if you can be bothered) roll it 1000 times on its own -not in conjuntion with 4 others!- to find out and then get rid of it. If it's just you then it was luck and there is no (good) reason to expect it to continue. If he really thinks he has developed some method to always roll low he could also try asking the GM to let him take (21-d20) for all his rolls. |
| #22slivvy_gaidinMay 25, 2008 8:17:00 | Don't be silly. Punishing dice by putting them in the freezer is a perfectly logical solution to bad rolling. We had a guy in our group who consistently rolled 4s and 5s (and other very low numbers) - he just had the worst luck. We then took a break from D&D and played paranoia, where the goal is to roll as LOW as possible on a d20. He of course started rolling natural 19s and 20s, and continued to fail at everything |
| #23tuby2008themtgwizardMay 25, 2008 10:49:08 | techincally, in battle, if u dont hit, the opponate parried your attack so, if you put it this way, you are at the same skill level as the opponate is. What you got to do is go and "train" your character in a fighting school to attempt to boost up for str or something Buy a weapon that deals touch attack damage ![]() |