So I suck at rolling...


Advice

Sovereign Court

In the world of random, if you need someone to botch a roll at the worst possible time? That's probably me. Which really doesn't work since I'm usually the one with the plan or trying the riskiest move. That being said, what class would have me rolling dice the least? I was thinking Bard or Wizard? But maybe I'm not looking at the right place.


Wizards mostly always hit with their spells. Just don't pick any touch spells and you should be alright.


I feel your pain. I'd avoid bard, you'll have a lot of skills to roll, and while it won't hurt as bad when you fail, more often than not, it can still be dangerous, and you won't always be able to take 10. I'd go with sorcerer over wizard, that way you have to bother failing rolls to add spells to your spellbooks from scrolls. Take buff spells and battlefield alterations and see how many sessions you can go without rolling a die.

Liberty's Edge

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You need to train your dice. When they are just sitting there waiting to be used make sure they have the largest number on the die facing up. Dice have a "memory" and this will become their natural state resulting in the die wanting to go return to this state as often as possible.

Also before you roll rub the lowest possible number on the dice on whatever surface you are rolling on a few times. This makes a slight attraction between the lowest number and the rolling surface usually preventing major botches.

If all this fails to improve your dice rolling place your dice high side up in a ceramic bowl of purified water under the direct light of a full moon for exactly the number of minutes as the highest number of the die. This works every time but requires a recharge every time there is a full moon or your dice will be cursed.

If you are truly desperate mix two drops of you own blood with a melted white crayon and dip the dice in this mix completely. Then put them in a box where absolutely no light will touch them for a full week. After a week has passed gently remove the blood/crayon mix with a piece of never before used 100% wool cloth. After wiping off the mix submerge them in a glass with balsmic vinegar and distilled water at a 3 to 1 ratio. Let them sit for exactly 7 minutes. Then roll the dice 7 times each individually, then 7 times collectively. Finally dry the dice with a new and unused piece of 100% cotton cloth. The dice are now primed and ready to destroy your enemies.

Good luck.


dig up some 3.5 and be a dragonfire adept, i once saw a player avoid rolling a single dice with class in a session between taking 10 out of combat and breath weapon


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obadiah wrote:
If all this fails to improve your dice rolling place your dice high side up in a ceramic bowl of purified water under the direct light of a full moon for exactly the number of minutes as the highest number of the die. This works every time but requires a recharge every time there is a full moon or your dice will be cursed.

This is also a good way to tell whether your dice are inflicted with lycanthropy.


Wizard (or sorcerer) or rogue. Skill mastery is your friend. The take 10 rule is built for people with crummy dice luck; learn it, live it, love it.

In a 3.5 Shackled City campaign I played a rogue/thief acrobat/exemplar. If it was a skill based roll, I always took 10s, and got some absurdly high result. No dice needed. Just wave your hand and the lock opens up and the traps disable themselves. It's also nice to know that you will always clear a 15' standing jump, etc...


It was for people like you that I designed my homebrew feat set.

You can see them here.


Dude, last night I played a one-shot and rolled a 5 probably 90% of the time with a d20 that my g/f regularly rolls double digits on. Not only to my dismay, but to that of the entire table, as it was an urban intrigue deal running ~10 hours and I was the tracker of the group (as a ranger, FE: human). The game dragged.

I am not superstitious, but what happened to me last night was ridiculously improbable. I may try some of the stuff posted above. o-o;;


Don't change a thing. You're due.

Sovereign Court

Enlist the biggest, nastiest dice guard of all your models. I'm talking gargantuan black dragon if you have it.

When your dice consistently fail, punish them. Make an example of the failure, to teach the other dice a lesson. The gargantuan black dragon model is particularily good at this- you can leave a dice inside its teeth which frightens the hell out of the others.

Also, did you let someone else touch your dice? If you did, well... That could be your problem.


I have at times ritually purified my dice by taking the worst offenders outside or to the garage and smashing it with a hammer. Make sure to take your time and explain to the die what it did wrong, and ofcourse make sure you have the others on hand to see. I have found this will quickly change your 'luck'. And confuse your neighbors.

Silver Crusade

Wizard, Witch, Casting Oracle, Or any of the spell casting classes.

My personl prefrence is Witch. There hexes give them a unique ability that force saves. And can be used alot of times in place of casting a spell. They do have a limited spell list compared to a wizard. They do get most if not all spells that I use as a wizard. Mainly becous when I play a wizard crowcontrol is my thing. Or enchanting them to join my side. Along with the fact they can cast cure spells. If you want to take it a large step in that direction. Patron Healing and Hedge Witch. So now you have most of the healing/restoration of a cleric. You can now fill the role of cleric or wizard at any time. The only down side is the lack of spells per day. Will run out fast if your the only caster. Even with the hexes becous of the amount of roles you can fill.

Sovereign Court

Looks like I may go the way of the Wizard/Sorcerer. My spell choices will be limited to those that either don't have saves or force the target to roll instead of me.


Aazen wrote:
In the world of random, if you need someone to botch a roll at the worst possible time? That's probably me. Which really doesn't work since I'm usually the one with the plan or trying the riskiest move. That being said, what class would have me rolling dice the least? I was thinking Bard or Wizard? But maybe I'm not looking at the right place.

I assume you have tried some different dice. Just remember that your past results aren't predictive, since this is not empirical probability.


I had a player with the same problem, but it got fixed with a suggestion I gave him.

You need to BELIVE in your roll, you need to put good energy and thoughts into your roll in order to suceed. If you roll thinking you'll roll badly anyway you just won't make it!

It's mostly hokum, really, but it does work most of the time. The guy is happy rolling right now...

...rolling his dice, just to be clear.


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obadiah wrote:

You need to train your dice. When they are just sitting there waiting to be used make sure they have the largest number on the die facing up. Dice have a "memory" and this will become their natural state resulting in the die wanting to go return to this state as often as possible.

Also before you roll rub the lowest possible number on the dice on whatever surface you are rolling on a few times. This makes a slight attraction between the lowest number and the rolling surface usually preventing major botches.

Good luck.

This will sound like senseless hokum to you OP, but heed this fellow player's words! They are wisdom and they are truth.

I didn't believe in this myself, I thought only the most cardinal rules of Rolling Dice applied:

1.- Only YOU can touch your dice, nobody else. If it must happen, you must let the dice cool off or even roll some numbers to shrug the outsider's taint.
2.- Aim at what you are rolling. "13 over, come on baby 13 over!
3.- Wasting good rolls on Initiative sucks.

I didn't thought the dice could be "tamed", much less trained, but two of my regulars have schooled me otherwise. The methods described in Obadiah's quote have been scientifically proved to be effective, learn the Way of the Dice and Master their inner wills with your own. YOU are rolling the Dice not the other way around!

Have steely resolve fellow player, you must endure in this, your darkest hour, you must tame the Dice and conquer your fears, only then can you truly strike true!!


There are three surefire paths to training your dice.

Fear. Love. And Tesla.

Fear is best achieved by making all the dice witness the punishment of the poorest roller. I recommend putting it in the freezer than smashing it before them with a hammer (make sure you put the pieces into your dice bag so they all are constantly reminded of the price of failure). If this doesn't work, there is always the use of a microwave, or a plumbing torch. Don't be afraid to get inventive.

Love can be simulated by bringing your dice to every major religious institution within five miles of your home, and finagling a blessing out of the head priest. If he seems resistant, try hiding them beneath the altar the next time he says mass. Loudly boast about your dice's blessing to fellow players, and how well they've rolled for you in the time between games (this will be a lie: the blessings of those on high are not meant to be used frivolously, and you will sorely regret it if you have rolled the dice inbetween games). Congratulate them on their good performance.

Tesla is when you take your dice and expose them to your personal mad scientist set up in the garage, teaching them to understand how greatfully they should be that you allow them to continue existing in a world where the laws of physics and probability they've known all their lives remain unchanged.

If all this fails... you'll need new dice, and hopefully they'll work better for you.

And lastly... Never, ever, invoke the Lady. Purge her name from your mind, from your vocabulary... think of it like playing the game. If you can think of the Lady, the Lady will hate you.


Adding to gamer superstitions, here are my own:

  • Ugly dice roll better.
  • Only roll when you need to roll. You don't want them to feel frivolous, do you?
  • Keep your dice in pairs! If one die starts rolling poorly swap it out for the other. Let it feel shame.
  • Always roll a die a couple times before you purchase it. If possible, pit it against a few other contenders. There's no need to bring home a poor performer.

But beyond superstition, there are a couple facts you should be aware of when it comes to rolling dice:

  • Some dice have a slight statistical predisposition to rolling a 20 or a 1. Dice with carved numbers will roll 20s more often (as the 1 is heavier), while dice with painted numbers will roll 1s more often (because the 20 is heavier). This applies pretty readily to single digit numbers vs. double digit numbers.
  • Don't expose your dice to heat, like leaving them in a hot car. Serious heat (like a Texas summer, for instance) can change the composition of the die and affect its ability to roll correctly. This is particularly true of regular six sided dice that have a "hard candy shell" and a different filler.

But seriously, just have fun with it. I'm a notoriously poor roller when it comes to save-or-die scenarios (hint: I always die). It's made the games memorable and the characters fond memories. Failing can be as fun as succeeding if you approach it the right way!

Sovereign Court

Wow. And I thought it was just my friends who were superstious about dice. Theres a whole subculture. I decided the next time I do up a character, it will be a Elf Wizard with the Teleportion School and using spells exclusively where the target or GM rolls. Hello Color Spray! Opposition schools will be enchantment and Abjuration.

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