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Dice,
and the Gamers Who Love Them
So
there was this guy.
He
was having a very bad night, and it was mostly
because of a single die. This twenty-sider was
rolling terribly -- lots and lots of 1s. Even
his friends were amazed at how poorly he was
rolling. Finally, they'd all seen enough. They
cleared off the game table, and placed the offending
die on a small stand. Then, they all spread
their dice out around the stand, on the table.
Solemnly, these gamers spoke to their dice.
"This is what you get," they said
ominously. Then, they dumped lighter fluid on
the evil twenty-sider and lit it on fire.*
Gamers
and their dice. (And by the way, in case it
needs saying, montecook.com does not
endorse setting your dice on fire.) It's not
unlike a skilled craftsman and his tools, or
a soldier and his weapon -- gamers are attached
to their dice with something akin to fanaticism.
There are three different kinds of gamer relationships
with their dice:
1.
Couldn't care less. This guy, the rarest
type of gamer, sometimes doesn't even own his
own dice. He shows up at the game and uses someone
else's dice. (I have a fishbowl full of dice
in my game room for just such an emergency.)
This guy can almost get annoying, sometimes,
especially to those who really care about their
dice. Use my dice? No freakin' way.
2.
Miss Fancy. This gamer is always buying
dice. The latest sparkling, titanium, light-up
dice that look like tiny Death Stars. Rarely
annoying, this gamer -- at the extreme -- is
often more preoccupied with her dice than her
character.
3.
Ol' Faithful. This guy still has the die
that killed the ancient red dragon back in 1984,
and saves it for dire emergencies. Heís got
a die for saving throws, a die for attack rolls,
and special dice keyed to each weapon. He talks
about a die "getting hot" or "running
cold," and looks at you funny if you start
to talk about probability and the fact that
all dice roll the same. (Even now, reading this
column, some of you are saying, "No way,
man, you haven't seen Rich's d20 -- that thing
is uncanny.")
Now,
I love probability. I love figuring the chances
of such-and-such happening and understand the
math behind figuring out how often a 3rd-level
fighter is going to be able to take down an
average orc with AC 15 in 1 round. I understand
the psychology of coincidence (you know, where
someone says, "This die rolls nothing but
threes," and then you are particularly
aware of 3s, noticing them more than other results,
so it seems like the person is right). I know
that any time you pick up a die there's an equal
chance that you'll get any result (unless the
die is loaded or skewed in some way). Still,
I find myself saying, "Man, this die sucks,"
or "I'm really rolling hot tonight."
I can't help it.
If
you're going to accurately measure something's
value in the game, it probably shouldn't be
based solely on a playtest. While playtesting
is fun, you should also "run the numbers."
Assume average hit points, average AC, and average
rolls and see what happens. This might seem
like "work," and it is. I guess that's
why game designers don't work for free.
Third
Edition D&D is subtly set up around certain
die combinations. The barbarian, for example,
is a d12 guy -- he rolls them for hit points
and for damage if he's got the archetypal greataxe.
The cleric is the d8 guy. It's not only his
hit die, it's his healing die and the die a
lot of his spells use. With a few exceptions,
if you're going to roll lots of dice, like for
a fireball or a sneak attack, you roll
d6s. I'm sort of surprised no manufacturer has
tumbled to that. You could, for example, have
a "cleric set" that had the standard
dice, and then a bunch of extra d8s. The "wizard
set" would have at least 10d6 in it. I'd
probably be sucker enough to buy one.
Remember
in Dune, when someone would see the sand
ripple and call it "wormsign" because
it meant that a sandworm was coming? Polyhedral
dice are, by and large, gamersign. This works
two ways. When my wife Sue and I moved into
our rental house in Lake Geneva (back when TSR
was in Wisconsin), we were digging in the backyard
garden. So what did we find deep in the dirt?
A twenty-sider. Now, it seems that if you're
going to dig in a garden and find a polyhedral
die anywhere in the world, it'll be in the birthplace
of TSR, but still -- it was weird. Gamersign.
The other way is with a person who is evolving
into a gamer. My wife, for example, has played
roleplaying games for years (long before she
met me, in fact), but she's never been a hardcore
gamer. But now she's in one of my weekly games,
and sheís really getting into to it. She's turning
into a true gamer. How can I tell? She's now
gone out and bought her own dice (multiple sets),
despite the fishbowl full of dice that we have.
Gamersign.
There
was this guy.
He
was playing in the back of a game shop and having
a terrible night. His twenty-sider was rolling
nothing, it seemed, but 1s. It ended up resulting
in his character's death. Frustrated, after
the game, he went out to his car and got his
golf clubs. He took them and the die back behind
the game shop and put the die on a tee, facing
an empty lot. Wham! He smacked the die with
his driver, and saw it fly off into the night.
He could tell by the wobbling trajectory that
the die had actually split upon impact. When
he looked down, he saw that half the die was
still on the tee. A "1" stared back
up at him.*
Maybe
some dice just are cursed. Yeah, that's gotta
be it.
*
These are real stories, told to me first hand
at Gen Con a few years ago. However, I don't
remember the names of the actual gamers. If
this was you, or if you know these gamers, send
me an email.
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