Dice: Difference between revisions
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[[Image:dice.jpg|right|thumb|I COULD JUST DIVE INTO THEM!]] | [[Image:dice.jpg|right|thumb|I COULD JUST DIVE INTO THEM!]] | ||
[[Image:Uglydie.jpg|thumb|left|SO FUCKING UGLY. But he has a fetching hat.]] | [[Image:Uglydie.jpg|thumb|left|SO FUCKING UGLY. But he has a fetching hat.]] | ||
'''Dice''' (singular: '''die''') are high-impact polyhedra, usually having four, six, eight, ten, twelve, twenty or one hundred faces. In role-playing games and tabletop war games, they are used as randomizers to inject an element of chance into the game. Non-gamers often only know about the six-sided die (hereafter referred to as the d6) thanks to the ubiquity of games like [[Monopoly]] and Yahtzee. Which dice are used tends to vary by system, [[Dungeons and Dragons]] makes use of all types. On the other hand [[White Wolf]] games and Classic Traveller use only ten- and six-sided dice, respectively. [http://www.catb.org/jargon/html/O/on-the-gripping-hand.html On the gripping hand], some games don't use dice at all! These tend to be relatively new games like Nobilis or Amber. | '''Dice''' (singular: '''die''') are high-impact polyhedra, usually having four, six, eight, ten, twelve, twenty or one hundred faces. In role-playing games and tabletop war games, they are used as randomizers to inject an element of chance into the game. Non-gamers often only know about the six-sided die (hereafter referred to as the d6) thanks to the ubiquity of games like [[Monopoly]] and Yahtzee. Which dice are used tends to vary by system, [[Dungeons and Dragons]] makes use of all types. On the other hand [[White Wolf]] games and Classic Traveller use only ten- and six-sided dice, respectively. [http://www.catb.org/jargon/html/O/on-the-gripping-hand.html On the gripping hand], some games don't use dice at all! These tend to be relatively new games like Nobilis or Amber. | ||
Then again almost every RPG other than D&D (which people take SUPRDUPRSRS) gives a fair amount of leeway in non-combat situations on if dice are needed at all. If you can roleplay it well, have the skill to make it plausible and if the result won't fuck up the plot, then the GM will normally not bother making someone roll, because random elements often fuck with the flow of the game. Critical failure after twenty minutes of exceptional dialogue (i.e. the guy just tells you to fuck off and die) means that you may as well not have bothered. | |||
Dice are considered by most people to be impartial arbiters of random chance. Fa/tg/uys know better. Dice are controlled or at least influenced the unseen force of Dice Mojo. It is believed that Dice Mojo can be influenced by players, through manifold rituals, including: | Dice are considered by most people to be impartial arbiters of random chance. Fa/tg/uys know better. Dice are controlled or at least influenced the unseen force of Dice Mojo. It is believed that Dice Mojo can be influenced by players, through manifold rituals, including: |
Revision as of 04:59, 14 February 2012
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Dice (singular: die) are high-impact polyhedra, usually having four, six, eight, ten, twelve, twenty or one hundred faces. In role-playing games and tabletop war games, they are used as randomizers to inject an element of chance into the game. Non-gamers often only know about the six-sided die (hereafter referred to as the d6) thanks to the ubiquity of games like Monopoly and Yahtzee. Which dice are used tends to vary by system, Dungeons and Dragons makes use of all types. On the other hand White Wolf games and Classic Traveller use only ten- and six-sided dice, respectively. On the gripping hand, some games don't use dice at all! These tend to be relatively new games like Nobilis or Amber.
Then again almost every RPG other than D&D (which people take SUPRDUPRSRS) gives a fair amount of leeway in non-combat situations on if dice are needed at all. If you can roleplay it well, have the skill to make it plausible and if the result won't fuck up the plot, then the GM will normally not bother making someone roll, because random elements often fuck with the flow of the game. Critical failure after twenty minutes of exceptional dialogue (i.e. the guy just tells you to fuck off and die) means that you may as well not have bothered.
Dice are considered by most people to be impartial arbiters of random chance. Fa/tg/uys know better. Dice are controlled or at least influenced the unseen force of Dice Mojo. It is believed that Dice Mojo can be influenced by players, through manifold rituals, including:
Placing a die with the desired number upward, that it 'gets used to' that position and tends to return to it.
Placing a die with the desired number downward, that the die is tricked into thinking it has already made a bad roll and will produce a good outcome on the subsequent roll.
Rolling a die until a string of good rolls are achieved, tapping into a streak of 'good mojo' or 'rolling out' bad outcomes.
Various chants, prayers, threats, and curses made toward the die in order to entice or coerce it into producing favorable rolls.
Being careful not to drop dice or just roll them to pass the time till next turn, as when rolling a twenty, the critical ratio may be "used up" for the day.
Building dice towers as tribute to Dice Gods that they may bless one's dice with good Mojo.
/tg/ has a dice-rolling function. Simply type dice+XdY+Z, dice+XdY+-Z (for subtraction) or dice XdY Z or dice XdY Z (the Z is optional) into the email field to roll X dice with Y sides and add a modifier Z. You can also type noko dice+XdY+Z, noko dice+XdY+-Z or noko dice XdY Z to use the site's noko feature. However, your input is not visible this way, which can lead to accusations of cheating.
Lou Zocchi always rolls 20's.
Gallery
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Premium Dice!
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Premium Dice cont.
See Also
- Crayola Dice
- Exploding die
- Dice pool
- Fudge dice
- Delta-6
- D3
- D4
- D6
- D6 System
- D10
- D12
- D20
- Heavy d20
- D20 system
- D30
- D50
- D100