We all know the D20 (see our logo!) But there are a handful (wink, wink) of other kinds of dice. Not knowing what they are for or how to use them can make the game much slower and more complicated. In this episode, Greg explains the benefits of having different kinds of dice and why we need each and every one.
Greg: A great DM will use those numbers as paint on the canvas and they will paint that perfect picture of what those numbers should mean.
Greg Welcome to Roll Mates, the D&D podcast, where I teach my wife, and you, about Dungeons and Dragons.
Allie: And I’m Allie, welcome to session two! Episode two. How are you today?
Greg: I’m doing great. How about you?
Allie: Good, I’m doing pretty good.
Greg: You look good.
Allie: [laughter] Thank you. So if you are new to the podcast, every episode I ask my husband a question about Dungeons and Dragons, because he knows a lot about Dungeons and Dragons, and I don’t know very much, but I really want to learn.
So today my question for you:
Why the hell are there so many dice?
There are way too many dice in this game! Every time we’ve tried to play, it’s so frustrating when you’re like, “Oh, role for this or that.” And I pick up the 20 sided dice. Cause that’s the one that I associate with D&D the most. And you’re like, no, no, no, you have to use this one or that one.
Why are there so many different ones and like, how do you remember which ones you’re supposed to use when? Cause to me it just seems completely arbitrary.
Greg: Well… so Dungeon and Dragons is what’s called a D20 game. D20 tabletop game. So the 20 sided dice is the big kahuna. That’s the one that’s going to get the most rolls. To go over how many dice.. there’s the D4, the D6…
Allie: So the number is how many sides there are on that dice.
Greg: Yes. Yes. Everyone on earth is familiar with the D6 cause we play it in so many-
Allie: -your typical, like a board game, gambling dice.
Greg: Yeah so the D4… Yeah. They call it the caltrops. Cause you don’t want to step on it. D6 is the cube. Then we have the D8, the D10, the D12, the d20, and the… we could call it the D 100, but it’s a little bit different.
Allie: That’s a sphere!
Greg: Well there’s that, but no one uses that. It’s like a modified 10 sided dice. Well, with the D100, you would take the, the 10 sided dice. Zero, one, two, three, four, five, six, seven, eight, nine.
And then the “D100” dice. It’s 10 sided. It has double zero, 10, 20, 30, 40, 50, 60, 70, 80.
Allie: So it doesn’t have a hundred sides?
Greg: No Unless you’re- I mean, people make them for fun, but if the DM asks you to roll… they would say percentage dice or D 100 dice, you would take the D 10 and the D 100 and you would roll them both.
And you would add the two roles together. So if you got a 30 on the D100 and a nine on the D 10, it’ll be 39. However, if you got a zero on the D 10 and a 30, it would be 30. Right? And then the only way to get a hundred would be if you got a zero, zero and zero.
Allie: It wouldn’t just be zero?
Greg: No, cause there’s no zero in D&D.
Allie: That’s a positive outlook.
Greg: Yeah. So to answer your question, why are there so many dice and what do they all mean? So the D20, the reason why it’s so important and integral to the game is the… think of the D20 as the success or failure dice. Okay. Any time the DM asks for something that might result in a success or failure, like if you’re trying to climb the steep side of a cliff…
Allie: Or in combat and you take a swing at someone.
Greg: Yeah or in combat. Yeah. You swing out someone with your axe. That’s when the DM would say, okay, roll for an attack roll. That’s always a D20. Roll an athletics check. That’s a skill check. So that’s always a D20. And that is matched against either the difficulty check of the skill that the DM has set or the armor class that the monster has to hit it. So the D20 is always a success or fail dice.
What happens if you get… if you roll a 10 right in the middle?
Greg: A 10 could mean anything. If the monsters armor class is nine, you succeed. If the difficulty check was a five, you would succeed.
Allie: Those are numbers that you would add?
Greg: So you would add them to whatever modifiers that you have. So if your athletics skill, if it had a modifier of plus six, because your particular character is stronger than most and maybe they have a background where they were a soldier and so they had more proficiency in athletics.
Allie: You roll a 10. Your modifier is a six. So your roll is now 16. And if the Armour class of the creature is below 16, it’s a success. If it’s above 16, it’s –
Greg: The difficulty check. Cause you’re running a skill. The only reason armor class comes into play as if you’re attacking against something.
Allie: Yeah. That was my example that I was using.
Greg: Oh, so that’s right. Yeah. So that’s where you’re thinking. Everything: skills, attack rolls, spell attack rolls, your ability scores; all of those have modifiers.
Greg: Because they represent your character. That your character is better at certain things and not so good as others against an average person.
Allie: That’s fair because if you and I are playing, a ten roll to you would not be the same as a ten to me. Just like in real life, any opportunity that one person has is not going to mean the same thing to another person, depending on circumstances.
Greg: Yeah, if we tackled the challenge in the same way… So let’s say, for instance, climbing this cliff face.
If you had a higher strength than me, and we matched each other’s movements exactly: I climbed on the same footholds as you did and I grabbed the same outcroppings of rock as you did. Let’s say hypothetically, that represents our 10, but you are stronger. You have more “Athletics” than me. You still have a better chance of succeeding because you’re better. And also you have more room for error because you’re better.
Allie: I remember at one point we were playing and I had to roll the 20-sided dice, a d20, with another. That’s two together.
Rolling with Advantage
Allie: So when would you have to add another dice or another die to the d20?
Greg: So with the d20-
Allie: -Isn’t that the name of Eminem’s band.
Greg: No that’s D12. Sorry, Eminem.
So you would roll two d20s if the DM or a rule states that you are rolling at advantage or disadvantage. Advantage is when you roll both the twenties and you take the higher result.
Allie: You get an extra shot, you’re doubling your chances to get a better score.
Greg: Yeah. Cause maybe you’re in the Tavern and you get into an argument with an MPC at the bar.
They think you took his coin purse or something and you try and convince him… No, I didn’t, but let’s, you know, let’s calm down. Let’s discuss this over a couple of drinks and we’ll see about finding your coin person, the DM like… Hm. Yeah. This NPC is very receptive to drink. So roll that persuasion check, add advantage.
Cause you spoke to them in the way they wanted to, you know, and then disadvantage.
Allie: Could you also then roll with advantage if when you’re talking to them and you’re trying to persuade them that you did and they’re already drunk. Could you do a persuasion check with advantage since they’re already kind of wasted?
Greg: Yeah. You could do that too. So, yeah, it’s an advantage. Or even they have the flanking rule in combat where if you and one of your party members are basically double teaming a single opponent, like, you’re on one side, your party member is right behind them. You’re flanking.
So it’s like the opponent is trying to defend against two people. So you would have advantage on your attacks. To exploit the gaps in their defense, kind of.
Allie: I like that word for this: exploit. Like you’re exploiting a specific circumstance or piece of context about the situation that would put the outcome in your favor.
Greg: Yeah. If you’re climbing up with the rope, your DM might say, Oh, roll with advantage because you’re making your chances of success higher.
Allie: So that’s the case where you would roll two D20s at the same time. Is there a circumstance where-
Greg: Well, and there’s disadvantage.
Allie: Okay. So what then is disadvantage?
Oh, wait, I had another question before we go into disadvantage. What if you’re telling the player… Okay. You’re um, you’re climbing with your rope and everything. So roll two D20s for the advantage. What if both come out as like two or three.
Greg: You take them.
Allie: So then that’s just like… I’m just curious about how you as the DM would… Oh, you had a rope, but then the rope snapped and you fell to your death.
Greg: Oh, no, I mean–
Allie: Given that they had the advantage, but then something has to kind of go wrong.
Greg: Yeah. Your, palms got too sweaty–
Allie: Knees weak, mom’s spaghetti. [Laughter] Man, that’s the second Eminem reference in this episode!
Greg: Yeah, your palms got too sweaty or you grip the rope too hard and you cut – or not cut yourself, but you, yeah, you got like a rope burn or something and it surprised you, you just like let go of the rope.
Rolling with Disadvantage
Allie: Yeah, that would really suck. Okay. Yeah. So tell me about then disadvantage you roll half
Greg: a day.
No, you, you still roll both 20 sided dice, but you take the lower result.
Allie: Oh. That makes a lot more sense.
Greg: Yeah. So disadvantage might come into play where if you’re knocked onto the ground and you’re prone, any attacker within five feet of you, they have advantage on their attacks against you and you have disadvantage on your attacks against them.
So, it’s like you would need to stand up before you can just roll out a normal number or with one dice. Or if you… let’s say you’re party is trying to convince a sailor, a ship captain to let you onto their ship. But you don’t have enough money, but you’re willing to work and your party tried persuading them before and one of them lied, but they failed their deception check. Any attempts to persuade that captain after would probably be rolled with disadvantage because now the captain’s guard is up and stuff like that.
Allie: Or if you offered that same guy, a drink to talk about his coin purse, but he was like the preacher of the local church.
Allie: That’d be really funny.
Cool. Okay. So that makes a lot more sense. So are there any other like special rolls that you use for the D20?
Rolling for Initiative
Greg: Initiative. So initiative is-
Allie: Oh, that would be when everyone – I think I know this. So that’s when you’re about to go into an encounter and everyone, all the players roll. And then depending on the numbers, that’s the order in which your turns get taken.
Allie: So the person with the highest role goes, first person with the lowest role goes last.
Greg: Right. Yeah. Right.
Allie: We catched Critical Role the other day so I remember that.
Greg: Yeah. And, and, and so in some ways that’s an example of a success or failure and. In some way in that it’s like, Oh, you succeed in, you know, going from a
Allie: spectrum of
Yeah. That’s the best way actually to think of the because even if you roll that two or that three, um, when you’re trying to climb the cliff, a good DM, doesn’t always say you just succeed. Or you fail. There could be, um, a failure, but in a way you don’t expect, like, not that you, Oh, fall off the cliff, but you get tangled up in the rope.
Or like, if you roll a natural 20, which would be like a critical success, you, and you’re trying to convince a noble of something. You’re trying to persuade them the noble. Everyone has a certain threshold where, or a certain tolerance where it’s like, okay, I’m willing to give them room and board. I’m willing to feed them and stuff like that, but I’m not going to give them, you know, treasure from my treasure halt, you know?
Cause they rolled a critical success like, or. I’m not willing to divulge all of my secrets kind of thing, just because they have a silver tongue or whatever. So it’s best to think of it, um, that there is a spectrum of success and failure and that a 20 doesn’t always mean, Oh, you succeed at everything.
You win the game or, uh, one doesn’t mean, Oh, well you failed. So you, you. You fell off the cliff. It was only, it’s only 20 feet, but a dragon appeared under you and opened it. Yeah. Which some DMS. Wrong wrongfully. So done.
Allie: Would you like it makes me think of with an improv, the kind of golden rule of improv when you’re improving with another person is the yes.
And right where everything you do or say you’re supposed to set up the other person for opportunity or success. And you’re supposed to agree with everything that they’ve said to keep everything moving forward. So like, It would suck if you rolled the one on that cliff and a DM is like, Oh, well you fell to the ground and both your legs
Allie: And then you, as the player would be like, well, what do I do now? I’m this is a terrible situation. But like, yeah, if you do the thing of like, Oh, well you got really tangled up in the ropes. You have options that you can call for help, you can, Oh, do I have a dagger that I could maybe try to pull out and cut my weight?
Like you have options to be able to solve the problem that you’re in, but it’s not this like close ended. Well, sorry. You’re totally screwed because that’s what the dice say. You know? Like, I feel like I’ve heard you tell stories about playing with the kids at school and like the party ends up just two steps away from everyone, like dying.
As good DM has to like, figure out, okay, well, I don’t want to just kill the entire party because that’s the end of the game. So like how can I,
Greg: yeah, my interest isn’t in like killing the co my interest, isn’t running the game as is I spent a lot of time making my stories. I. It would suck if the party just dies and doesn’t experience it.
And it would suck for me because it’s always my time. But at the same time, if the party wants to do something really, really stupid, then I can’t help. Or if one person, if one person wants to do something really stupid, like I’m not going to punish the whole. Group. Yeah. I mean, there, there might, there’ll be serious consequences for the rest of the group.
Allie: And I feel like that’s a good lesson learned because one person does something really stupid and all the other people are at minimum inconvenience. Right? Like they feel the repercussions that’s then you have a situation where all the other players are looking at that one person of like, dude chill.
And I feel like that’s an easier way to kind of. Uh, calm down that kind of insane behavior, playing stuff. Other people are also policing them in a way, you know?
Greg: Yeah. And I mean, and this goes a little bit back to alignment where some people, some players are like, Oh, well, that’s what my character would do.
Greg: Well, they’ll like your, your character. Just cause they’re all awful good or chaotic neutral or whatever. They’re still in an adventuring party for a reason like that. That doesn’t mean you invite unwelcome attention, you know, just because you’re a rogue doesn’t mean you go around stealing from everyone.
Um, you know, if you’re a klepto maniac, then that’s one thing, but then. The group has to come together and say, okay, this person has serious problems. What are we going to do about them? Oh
Allie: God. Okay. So, so we we’ve been talking about the 25th let’s let’s look at one of the other, what? So what, what’s a circumstance in which you would roll.
Greg: Well, before we get into that, um, I think it’s important to just say that D&D is full of random chance and that’s intentional because if every, if every score was static, you know, if, Oh, I have a plus five modifier to my, to shooting a bow and arrow. Then you as the player, know every time what you are going to hit and what you’re not going to hit.
And when you do hit this thing, exactly how much damage you’re going to do or not.
Allie: Cause then it’s just plugging in formulas and there’s no inventiveness or creativeness
Allie: you have low. And then you have to like, You’re looking at the DM of like, Oh crap. Like, what are they what’s going to happen?
Greg: Right. So every, every zombie becomes the same. Every hag becomes the same. Every dragon becomes the same. So, um, the creators, they wanted to use profitability. And so. The best way to think about these excluding the D 100, because those are for very large probabilistic, um, options, um, for, for very improbable events.
That’s what the D one hundreds for. So like the, the wild magic sorcerer, for example, they have a special ability that whenever they cast a spell. They roll. Um, they roll a 20 and they roll it again to see if they, if their wild magic activates and they’re wild magic is just an assortment of random stuff and they would roll a D 100.
To to see if one of these random things happen. Like they grow a beard or they turn invisible or they teleport somewhere, or the fireball spell gets cast accidentally somewhere kind of thing. That’s where D one hundreds kind of. Fall under, usually it’s a DM thing, but sometime, so player will get it. But for, uh, for the other dice, the D 12, 10, eight, six, for those dice, um, the easiest.
The easiest scenarios to think about is with weapons because not every weapon is the same. You know, a short bow is not going to do the same amount of damage as a glaze, holding a spear with one hand. He’s not going to do the same amount of damage as holding the spear with two hands, you know, uh, holding it with one hands.
That’s a D six with two handsets, a da, um, holding a, uh, like a whip is not going to do as much damage as like a great sword. So the. It’s it’s best to think that the lower, the lower end of the dice, at least for weapons are for those like, um, quote unquote, they’re not weaker weapons there
Allie: so much range of damage.
Greg: Yeah. Per, per strike, you know, like the great weapons, like the great sword, the mall, the battleax. Those are on the higher end of the spectrum because you’re carrying them with two hands they’re up close and personal, you know, so for the great sword in the mall, that’s two D sixes. And for the battle ax, that’s a D 12.
Now why they did that?
Allie: It’s two D sixes. That’s 12. So why not just roll the D 12?
Greg: I don’t know why that was the case. Oh, what I think, because it, so balance also plays a role here. And, um, the, the, I believe it’s the half work. I believe it’s the half work that they have a special ability with battle axes that like increases the.
The number of D 12 dice that you roll kind of thing that they don’t have with like great swords Vermont’s. So I think that’s a very special case. Um, but like the whip is a D for a dagger is a D for,
Allie: so you would, so if, if we’re playing and we’re in combat, or if I’m fighting a goblin and I have a dagger.
And I want to lunge and try to stab goblin. You would tell me to roll
Greg: no, I’d say roll. Make an attack roll, which would be the .
Allie: So that would tell me the. Spectrum the level of success or failure if I’ve missed, if I hit et cetera. And then I would roll the Defour to say how much damage if I, if I succeeded, if I didn’t miss, I would roll a D four to tell me how much damage I did.
Allie: Yeah. So the, okay, so the D four, I can kind of understand. That’s like, yeah, you’re, you’re minimal attack weapon. I’m still confused about. Okay,
Greg: so we’ll get up. So, uh, the Defour yeah, it’s like the minimal attack weapons. Um, there’s a little bit of balance involved because you can throw daggers and the whip has a 10 foot reach.
Um, So it’s like you contrast that with like the short sword, which is a D six, the, if you have a 10 foot reach with a whip, you can kind of like skirmish around, um, enemies from a 10 foot range and still hit them. Whereas like a short sword, you get a little bit more into danger, but the trade-off is, you’re doing a little bit more damage.
Um, Short bow is a D six long bow is a D eight.
Allie: So these are all just the rules that the books.
Greg: Yeah. And I mean, they’re basing it on. The strength and the usefulness of the weapons in general, like a long sword is going to do far more damage. If you hit then, you know, a dagger kind of thing. Of course. Yeah.
You can kill someone with a dagger and you can kill someone with that long sword, but, um, That would be a discussion of hip points and, and what hip points actually represent. Cause you doing damage to the opponents, hip points or them doing damage to your hip points. Doesn’t really reflect them, actually hitting you.
Like if I, if, if you attack me with the long sword and you hit it doesn’t mean you cleaved into my shoulder. What it could mean is that the, the hit was, um, it was so close that I really had to. Strain myself to block it or to Dodge out of the way, like hit points. Aren’t just health, but it’s also your endurance over time.
And it’s like, if you think of it, like, yeah, you might get a, an actual hit here and there, but you’re also getting tired. And as your hip points are winding down, that’s when like a fatal strike could hit you kind of thing. You know? So it’s like the long sword, which is a da is like, Four times the length of a dagger.
So that window of the long sword possibly hitting you, those near misses is
Allie: so simply put is four years spectrum of success to failure. And then all the other ones below that are dependent on what weapon you’re using.
Greg: Right. And then, Oh, that’s so simple. Yeah. It’s very simple. So it’s simple for the weapons.
Then on the other end, you have. The classes, whenever you gain a level in a certain class, you can either choose the average amount of hip points to increase as you level, or you can roll for your hip points and depending on your class, you would have different dice. So like a barbarian, their, um, their dice is a D 12, whereas a wizard is, uh, I believe
no, it’s a D
Allie: we’re pulling out the boat,
Greg: pulling out.
Allie: This is, uh, an instance in which having, we talked, um, an episode or two ago about being familiar or looking through the player’s handbook before you play. So this is a good. Uh, if you, if you’ve decided on your class, like knowing what you’re doing, what this value is out of the player.
Greg: Yeah, I got it. Yeah. Barbarian is a D 12 wizard is a D six. Um, and then the, the other classes kind of fall in that range because if this represents your health, you know, uh, Barbarians going to be working out. They’re going to be, you know, yeah. Getting buff and Jack
Allie: and then a wizard is just, uh, a weak scrawny.
Greg: Yeah. Yeah. book flipping wizard. Um, so, so those, those hit, they call them hit dice. Those represent your characters. Um, overall constitution increase and it’s like, yeah. If, if you gain a level as a barbarian and you’re rolling and you get like a, a two and the wizard rolls a six, like, that, that’s just, that’s just how it happened.
But on average or burying is going to, um, get a higher number than the wizard. Over time. Um, but, but then this goes back to it’s a game of probability. Like what if as a barbarian, you continuously roll twelves or like 10 or more, or whatever on your hit dice, you’re going to get so much beef here. But I think what’s great is that this means you can’t really, really, there’s a certain level of planning that goes into the character creation, but you.
You can’t plan for everything. Yeah. Completely.
Allie: So much of it is luck
Greg: and chance. Yeah. And I, and I think what’s great about that is that that adds to your ability to improvise because you cannot, you can’t count on your attack doing the maximum damage every time. You know, sometimes you are going to roll that one and it’s like, yeah, that’s be needed.
Like. Two more damage to, to fall, and then they knock you out and your party has to, you know, deal with that. So it’s like you, you can’t actively plan. So that’s weapons hit dice. You also have like with healing potions, you might have like, Oh, you roll 44. Or 64, like depending on the level of the potion kind of thing, um,
Allie: you lost
Greg: me for four sided dice.
Allie: Yeah. So you roll it four times and, and then you add all those,
Greg: add them all up and, and that’s how much you heal.
Allie: Okay. Why not just roll a D 12 and a D four.
Greg: The more dice that are actually rolled the higher, the average actually is. Yeah. So if you think of it with a D for the average roll you’ll get is a 2.5.
Okay. With 2d fours, that would be five as an average. And then with 3d fours, they’ll be 7.5, right? With a D 12, your averages, 6.5. So they’re kind of skewing it into the players’ favor or the DMS favor depending, um,
Allie: healing potion. Wouldn’t just automatically have, like, I mean, I’m thinking of like a video game potion with this restores.
Greg: Excellent. Well, uh, think about, think about this. Someone needs to make the healing potion. And so the, the health potion, like let’s say it’s a potion of greater healing. Not all potions of greater healing are the same because the person that made them, maybe they, they, they didn’t add the exact amount of ingredients.
It’s like cooking, you know, like
Allie: that’s like such a level of detail.
Greg: Yeah. But it, but it’s something people don’t think about because they just see the, those dice numbers and to put to a lot of players in a, and even DMZ are just sinking. Oh, just roll 44. But it’s like, If all of those were ones, then this is some serious water down, you know, like maybe this, maybe this person is skimming off the top or something and, and maybe that’s something to investigate.
Yeah. Yeah. Or like with the great sword being 2d six versus the battleax, the battleax average dice would be a, uh, a 6.5 or is it a great sword? Would be a 7.5. I think not only with the whole half fork thing, that they have a special thing where battle or not battle axes, great axes, they have a special thing with great axes.
I also think a great sword and a mall are easier weapons to wield than a great ax. Um, cause a great sword. You have the blade going through the whole thing. Mm, through the, the, the length of the weapon, the mall is this giant hammer. So it’s like if you’re hitting something it’s getting hurt, no matter what.
Um, whereas the great acts, it’s a much smaller double blade at the top that there’s more room for missing or not, or less room, less precision. I feel in that weapon than, than the others. Um, so yeah, so like you have like healing potions in spells fireball be like roll 66 or depending on, and here’s where it gets interesting with spells.
You can cast the spell at a higher level because you have spell slots, you have level one spouse, level two spells all the way up to level nine now. A PR a character that is low level, isn’t going to have access to those higher level spells. Right. Um, But as they gain levels, the, the creators don’t want the spells that you’ve already learned to become obsolete.
So some spells you can cast at a higher level, and if those are damaged, spells your healing spells, they say, Oh, add an additional dice for each level. You hire that. You cast it, you know, or like, um, with. A, uh, like a can trip or some Eldridge glasses. It’s like the warlock can trip. It’s you fire one beam at a creature and it does one D 10 damage.
But once you reach certain levels, it adds two beams or three beams or four beams. And, um, each of those do one D 10. So it’s. You’re adding, you’re adding more dice to that single spell. what what’s great with D&D is that if how to, if how to read, if how to look at the index kind of thing, you can find all the rules and it’s.
And it’s clear. Cut. What w what makes it tricky is decision-making I feel like that’s where players get tripped up is making the decisions, but once you’ve made that decision, it’s you just follow the rules, you know, on the character sheet, it will tell you exactly what amount of dice to roll for this attack.
Allie: and it also like. I know in the games that we played. One of the things that frustrates me is like how slowed down the game gets when you have to figure out, okay, I w I want to do this. So like, what are the, what do I need to roll? And then what do I need to add to that? And like the other day, when we were watching, um, We started watching some critical role.
And then we watched the one shot with VIN diesel chef’s
Greg: kiss. Excellent.
Allie: Um, and it was just so fast. Like it was so fast paced. It was so quick, like everyone just knew exactly what to do and what to roll and had everything figured out. And like, that’s always the thing that frustrates me about playing.
It’s like, I don’t know. I don’t know what dice to roll off half of my head. And so I have to figure that out and I feel like, yeah, you’re right. Like once you, if you can like nail down the rules, like the more black and white aspects of it, like the dice, then it’s just the making the decisions. Right.
Which if you look at it in the right way, it can be really fun because you’re. You’re weighing your options.
Greg: You know,
Allie: I think strategic being sneaky, whatever.
Greg: Yeah. And I think, um, as a dungeon master for a new player, just say , unless I say something else because that is the dice roll, because it’s like, if you miss an attack, you don’t need it.
Roll those other dice.
Allie: Well, yeah, I guess you’re right. Like I w I wish somebody had said to me, , but if you, if we’re doing combat and you end up using a weapon and being successful, then we’re going to look like giving a generalized concept of one. We’re going to pull out the other dice more frequently.
Greg: Yeah, I would. I would, um,
Allie: I know at least I’m kind of prepared. Oh, that hit was successful. I know I have to roll another tie. Which one do I have to roll? Or if I only have one weapon, like say I’m using a dagger exclusively. I know.
Greg: Yeah, I, I would encourage which players to kind of arrange, like organize their dice, to like, look at your character sheet, see which.
Which attacks do I have? Which ones am I going to rely on? Most, you have your in the spot that’s most accessible. And then you organize your dice based on priority. Cause some, some players might not use a D 12 ever. You know, it just won’t come into play unless the DM ha. And events some reason, you know, but also there are special class abilities that might say, Oh, like the Bard is a perfect example.
Um, bardic inspiration. They get a number of that they can give to another player so that when they roll, like they’re, . They can add a D six to that role to potentially turn that into a success, you know, or the wizard has, um, the portent ability where it’s like at the beginning of. Um, at the beginning of a game day, you know, so you wake up, you roll, um, you roll for it and you write down, you re you, you make two rolls and you write down those numbers.
And at some point in the day, you can choose to use one of those numbers. So the rules could, because that’s part of the divination school of magic. So it’s like, you’re kind of seeing into the future sort of thing. Um, so yeah, for, for, I feel like that’s the, like, you know, one of the biggest, um, pitfalls for, for players and dice is.
You know, I think the table needs to help. The player kind of organized, like the more organization you have, the better, um, D&D beyond has taken immense steps to the point where if, if you have a character sheet on D , you can literally click on Oh, knowledge or kinda click on that. Plus four, it will roll a dice for you.
Add that for. And that is your dice, or, you know, click on that 2d six for your great sword. It will roll 2d six, add whatever modifiers to it. And that’s your role like D&D beyond has made it so simple. Um,
Allie: I was going to ask you, like, when I think of. You know, a video game, like a Skyrim or a bloodborne or something where you have lots of these.
Um, it is, it is kind of D&D ish, where you have these encounters and you’re fighting these, you go through Dungeons, you’re, you know, whatever. Um, you don’t have all this, right. You pull out a weapon and you, you just use it. And it does however much damage it does. You pull out a health potion to heal and it just works like it does it.
Hits the, the amount of increased health that it hit hits. Do you think that it is a, yeah.
Do you think that having this more complex system of like adding different things together and using different dice for different circumstances, do you think that that’s a benefit of the game considering how confusing it can be to new players? Or do you think that it is a. It’s like a hindrance.
Greg: I think, I think it’s the benefit because it, it generates this excitement.
There’s this access like, am I going to roll at 20:00 AM? Am I going to roll enough to make this a success? Is this going to be a catastrophic failure? Um, You know, when someone role, like when someone attacks with that great sword and they roll a critical hit and a critical hit. So, so in combat, I mean, so normally even outside of combat, uh, 20 is, uh, as a success, it communicates a success.
In some way, and it should be a success that is more meaningful than just, you know, rolling an 18 or whatever, but in combat with a critical hit, when you roll that, when you roll a 20, you take the number of dice that you would roll for the damage and double it. Or, um, some tables will say roll the same number of dice, add your modifiers and then just double the damage.
Right. You know? And so when you roll that critical hit, and then, you know, you roll 2d six and you get both fives or whatever, and you double that damage plus whatever modifiers and you just end up doing like 25. Yeah. It’s. Or, um, if you’re playing a Paladin, which, um, I mean, we’ll get into classes, but like a Paladin, they have a power where it’s divine smite.
They can sacrifice their spell slots to add a da to their damage. When they hit with an attack and they, depending on the level of spell slot, that’s extra da. So if they sacrifice a fifth level spell that’s five D eight that they add to their damage when they hit with an attack. So. Paladins are typically called the boss killers, because like, if you roll that critical hit and you can choose when to do the divine smite, you roll that critical hit.
Let’s say with your, your great sword, that’s 2d six, plus your damage modifier, which will probably be a plus five divine smite dropping like a third level spell that’s 3d eights on top of that. And then you double that. You’re probably going to kill that boss in one or two rounds. And it’s like, that is just an incredible feeling.
Allie: Yeah. Um, I’m like kind of being devil’s advocate here because I totally understand what you’re saying, but I’m trying to just kind of pick it, pick it apart. You get that when you, um, you know, when you’re playing something like Pokemon and you get
Greg: critical. Yeah.
Allie: You get critical hits where it’s like the there’s a, there’s a random probability of that.
Like if you don’t do anything special, but like yeah. Sometimes you do an attack and it just like goes above and beyond and it’s, you know, destroys the other person. Um, So, like, I don’t know. It just seems like couldn’t there be a way to have all of this with less complexity.
Greg: No, because I feel well. I mean, there is, I think it would just be a more boring game because I feel like more complexity means more things that you can exploit in the game.
There’s more ways to think about things because, so for example, um, I could do. My divine smite or whatever against this, this boss, or I could shove him off this cliff and do a D six or the damage for every 10 feet that they fall. You know, well, you can just make
Allie: that up and decide to do that.
Greg: No, like that’s in the game rules, like a creature will take, um, for every 10 feet they fall, it will be, uh, one D six worth of damage.
So it’s like, you can explain those things or let’s say, I don’t want to kill this person cause we need to interrogate them or we need to bring them wherever. So. Um, I’m going to use my I’m gonna use my fists instead of like my sword, you know? So it, it allows for extra creativity. You also players also feel the weight of different effects.
Like they know that. Fireball is way more powerful than acid splash because of the numerical representation of the dice. But it’s also like, Oh, Maybe maybe my, my Firebaugh had terrible aim and didn’t do as much damage, but my acid splash was like head on and I rolled like the maximum number of times.
Allie: So it makes it more, um, what’s the word I’m looking for? Spontaneous.
Greg: Yes. Spontaneous. And the DM can, the DM can take that and run with it because it’s like, Oh, they threw you through the fireball, but you, you through a little bit too, too long. And so. Where it exploded. The enemy was just at the edge of the explosion, whereas the assets flash you through right in their face, you know, cause you rule.
And so it’s like, it’s not just about. The number that you rolled, but the image that it produces. So
Allie: otherwise, otherwise you’re just kind of playing battleship right. Where it’s like, it, it, it missed.
Greg: Yeah. So it’s like if the, if the cleric does cast cure wounds on you, maybe the CLA like, and they rolled, you know, they, they got like five, you know, out of all those dice rolls.
The DM could easily say like, Oh, the, your character was very exhausted when they’re casting that spell. But then if you know, the celestial warlock comes and heals you for like 15, you know, the warlock was calm, they were meditating. They, you know, They said all the right words and stuff like that. So it’s, once you get into the mindset that you are living through a story, the numbers are just a great DM.
We’ll use those numbers as like paint on a canvas and they will paint that perfect picture of what those numbers should meet kind of thing. It’s just, um, As a new player, it’s like, you want to get all the rules. Right. But I mean, you saw me, I just pulled up the book. So yeah, I think the game is better off for its complexity.
Um, I feel like more complex games. It’s just, it’s just time you take,
Allie: so, so would you ever play a video? Say, say they read it bloodborne, but you had to roll. You have to stop and roll, like, like a D&D do you think, do you think video games would be better if they added more of a system like this, where you had to compound different factors in order to create a result rather than just, you know, being able to button mash X and those store the box?
Greg: Well, I mean, there’s. It really just depends on how fun they can make the game because, um, you know, a lot of Japanese RPGs, the, uh, the amount of damage you do, or whether or not there’s a critical hit or whether or not you hit is a random number, number generator. Um, and I mean, they still managed to make it fun.
I think as far as like, Because, so there’s like a psychological thing involved. If I had to roll dice on a video game, it would not be as fun with D&D because with D&D your physics, like you can hold the dice. He could physically roll that. Like there, you know, humans, we have this tactile need to manipulate things.
Um, whereas like in a, in a video game, um, it’s. If, if there is some other means of you had to randomly pick numbers or something like that, I would not represent that in the form of dice because I know how dice feel in real life. And I feel like it would just be weird. Yeah. Yeah. On a, on a game
Allie: with a video game.
No matter what you do. I mean, you have these open-ended like, life is strange, like, uh, Detroit, like where you can make lots of decisions and stuff like that. But at the end of the day, the game is determined. Like there are options, there are endings that are determined for you. You cannot create something brand new.
Um, whereas in, in D&D it’s like you can, there’s only a set. Potential number of outcomes. When you rolled the dice, you know, you roll a D 20, you’re only going to get between serve and 20. Um, but there’s an infinite number of possibilities as far as like what your DM is going to interpret up that.
Greg: Right. Which
Allie: I feel like to me, that’s what makes it worthwhile to have to learn all the things and take the time to do it because you’re going to get. A rabbit pulled out of a hat. Like you’re going to get something that you could not have expected versus in a video game. It’s like, okay, I know that it doesn’t, it goes back to what you’re talking about before.
Like I know that if I end up rolling this, you’d probably be able to eventually predict if I rolled this, this is what’s going to happen because that’s how software works. You know, they have to program in a response to a input. Um, so yeah, I feel like that would, and then you’re gonna end up with like, People putting those up online.
So you’d like, you could just go on Reddit and find out like, all right. If I, if I rolled this, this is what I’m going to get. And that takes all the fun out of it.
Greg: Yeah. Yeah. Or it’s like, um, well, here’s where it gets really interesting. Let’s say you’re all a natural 20, and it’s a critical hit against a werewolf with your, um, with your long sword.
And then you will, you know, You roll a da and add your modifiers or whatever, and you double the damage. And the DM says you didn’t even scratch its skin and the players, but we did, I did so much damage. And you realize that the werewolf has immunity to non silvered weapons. And so you’re taking the, again, the expectation, the, that excitement, and now you’re turning it into fear because you’re unprepared, you know, and you wouldn’t, and you know, so it’s,
Allie: I mean, it is kind of like that feeling of like, what are we watching the day where like the new dark souls game of PS five when he attacked?
Greg: Yeah. Yeah. Yeah. So, um, yeah, you play you that it’s another thing to play with for the DM to, to use. And I think that’s important for the game. Yeah.
Allie: Alrighty. So we’re going to go ahead and end it there. I have a much better understanding now. Thank you. Um, how the, that, like, I feel like. If we play again in the future, I’m not making any promises
Greg: next session.
Allie: If we play, I will be all more confident and I’ll be able to line up with dice properly. And now I understand where people spend a ton of money on like cute, fancy sparkly
Greg: or gold dice, like solid gold dice or.
Allie: Yeah. I’ve been looking at a lot
Allie: Instagram accounts where they’re like see through and they put like
Allie: Okay, cool. Cool. Well, thank you so much for listening to us ramble on about dice for 15 minutes. If you liked anything that we just said, or even if you didn’t and you take issue with anything we said, go ahead and leave us a review on. Whatever platform. You’re listening to this on. Please subscribe so that you get new episodes.
We are publishing a session every single Monday. If you subscribe, you’ll definitely get those. And as of this being recorded, we have a website it’s called romance podcast.com and you can get transcripts there. It’s mostly what is their first transcript? So you can also listen to the episodes, but yeah, all the transcripts are there at which, um, let me get a little easier for you to enjoy the episode.
If that’s something that you enjoy.
Greg: Yeah. We’ll we’ll play next time.
Allie: Probably not. We’re not going to play.
Greg: We don’t play.
Allie: We don’t play on this podcast.
Greg: Why are we even talking about
Allie: that so that when we do play and when other people play, it makes more sense. Okay.
Greg: It is about other people
Allie: and it’s led other people.
All right. Other people
We’ll see you next time. Bye.