
AlastarOG |
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Sorry, not aware of one. Doesn't mean that there isn't one though.
Out of curiosity, why would you want to do that? Other than an analysis to make sure that the RNG is actually random, what would be the point?
It's useful to contextualised build performance.
Players who have weak performances will want to tweak their builds to adjust. Showing them that they just rolled poorly can help explain that they're not doing terribly.
It can also be used to stress needed strategy.
"See you rolled 6 7 times this game, but for 4 of those occasions if you had just demoralised first, or went for a flank, that would have been a hit!"

SuperBidi |
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breithauptclan wrote:Sorry, not aware of one. Doesn't mean that there isn't one though.
Out of curiosity, why would you want to do that? Other than an analysis to make sure that the RNG is actually random, what would be the point?
It's useful to contextualised build performance.
Players who have weak performances will want to tweak their builds to adjust. Showing them that they just rolled poorly can help explain that they're not doing terribly.
It can also be used to stress needed strategy.
"See you rolled 6 7 times this game, but for 4 of those occasions if you had just demoralised first, or went for a flank, that would have been a hit!"
But you need context for these kind of things. So a general tool would not be enough, you'll need to check every roll one by one.
I find that luck (and bad luck) is a very interesting subject. Players have more control on it than they think. For example, I've seen a lot of players going for a third attack when they were missing their 2 first attacks, leading to an even greater feeling of bad luck (3 failed attacks instead of 2) and increasing their inefficiency outside their turn (as they didn't raised their shield to make this useless attack, they get pounded as a consequence and blame once again their lack of luck).
It's a characteristic of good tacticians to ignore past luck while making their present choices. Keeping one's head cool, still looking for maximum efficiency when the odds are bad or good (as good luck can also lead to poor choices).
Funnily, I manage bad luck better than I manage luck.

Falco271 |

Out of curiosity, why would you want to do that? Other than an analysis to make sure that the RNG is actually random, what would be the point?
For fun. We actually write stories on all sessions, and would be fun to add details like "this was a very unlucky day for <insert name>. Something was off, and .... ".
Most important rolls are memorable anyway, as a ranger twice in one session disrupting a L+3 boss who tried an interact (nat 20), thereby preventing that boss from being able to leave (and thus die ;-). Or the rogue, using social skills, twice succeeding with a nat 20 in different sessions to influence the story. But this trackin could add extra some flavor.