Friday, October 13, 2017
(Not) Dice of Rolling
One of the problems when playing a game that requires polyhedral dice (i.e. most RPGs) with newbies is that they often have difficulty telling the dice apart - the d8 and d10 especially.
This isn't helped by the fact that almost all polyhedral dice are sold in sets of identical colour, so you can't just say: roll the green die or whatever.
Also, these sets are usually sold in sets of one die of each type, which can be a bother if you need more of one type but not the others.
The solution to this is obvious in retrospect, but as with most great inventions someone had to be the first to do it. That someone is Dice of Rolling.
The original Dice of Rolling set comes with 29 dice in a custom dice bag. I had considered getting a set but unfortunately they do not ship outside the US.
Well, they say imitation is the sincerest form of flattery... I decided to make my own set with The Dice Shop Online's range of polyhedrals. My configuration is different from the original (which is designed for D&D 5E), and is tailored with the game systems that I run in mind.
I designed the set to be split into two equal sets (minus the d00, which is usually only used by the GM or on special occasions like rolling on tables), which when shared one set per two players be sufficient for a group of four.
Each set will have at least one of each type of die. The extra d6 are for Savage Worlds, where all player characters roll a d6 "Wild Die" with their trait tests and attack rolls, and also for Dragon Age, where rolls are made with 3d6, one of which (the Dragon Die) has to be a different colour from the other two, hence the orange and red dice.
The extra d10s are for Dragon Warriors, where magical attacks and evasion are rolled with 2d10 instead of d20; they are green because in the Lone Wolf Adventure Game only d10s are used, and green is the colour of the Kai!
The d12 is of course the step-child of the polyhedrals, and as I do not GM D&D 5E, I have no need for two d20 per set.
Now granted these are not Gamescience dice - doing the above in Gamescience will cost at least double of what I have spent here - but I am planning to use them for convention games, where precision isn't as important. My mistake here is that I should have made another set of dice for my own use, so I could have a set just for conventions and not have to pack my dice each time I want to run a game. Well, maybe as GM I should have the ethical duty of using Gamescience dice all the time...
I've always taken the view that dice are there to generate randomness.
ReplyDeleteI'm less concerned about precisely even randomness - so wouldn't insist on gamescience.
I don't do tournaments, where more precise randomisation might be a plus.
I would, however be extremely unset if I throught loaded dice were being used, so I'm quite inconsistent.