It is interesting how one of the mundane mechanics of role playing games has, in fact, became one of the bigger obsessions and superstitions associated with RPGs. Go to any game table, anywhere, and you will find people with way too many dice and way too many superstitions about dice rolling.
Because of this, the rules of rolling are an important aspect of the game. How does a player know when to roll? How does that roll get counted when players are always rolling random dice at the table? How does the GM prevent cheating? How does the GM manage expectations to know if a roll is going to count?
Since a roll of the dice can make all the difference between a TPK and a victory, it is important to consider the rules for rolling. A good example of one set of rules is Ronald's Rules of Rolling. Ronald's Rules are good -- clear, concise, and definitive.
Ronald's Rules are just a bit strict for me. In my typical Pathfinder games, I don't really want to spend a lot of time waiting for players to roll dice in order for things like perception. Instead, I prefer to occasionally use the everyone rolls at once mechanic. After all, a GM doesn't need to make sure no one cheats ever -- instead he or she just needs to catch a cheater once and then eject them from the game. Occasional spot checks of individuals ensures we don't have any cheating. And, if need be, rely on the eyes of the players to catch cheating too.
Besides, most times, for things like perception, I only really need the highest of the group. Or in the case of initiative, I just need the number when I call out the character's name on the turn tracker.
I do like the rules about clearly defining rolls, making them land on the table, and the GM making the call if they are tilted. Interference is not a real thing and gets ignored, and I like that.
The other thing I like to throw in to the dice rules is no stacking of dice. Many a game has been disrupted by a polynomial dice tower toppling and sending d-whatevers flying every which direction.
Now superstition is yet another thing altogether, and I try to both allow it where it is harmless, yet point out that it is foolish. The superstition isn't really about making the dice roll better; it is about giving the player something else to do when they get bored. As a player, I was notorious for keeping my dice neat and always laying with the highest number facing up. "Gravity will pull more of the material to the bottom so they'll get heavier on the side that rolls high." Of course, this is ridiculous, but it is fun.
In any case, next time you find yourself at the gaming table, player or GM, take a minute to think about how clear the rules are about ruling, and what you know about when and how to roll. And don't forget to put you naughty low-rolling dice away in a bag where you can chastise them later for ruining your game.
Because of this, the rules of rolling are an important aspect of the game. How does a player know when to roll? How does that roll get counted when players are always rolling random dice at the table? How does the GM prevent cheating? How does the GM manage expectations to know if a roll is going to count?
Since a roll of the dice can make all the difference between a TPK and a victory, it is important to consider the rules for rolling. A good example of one set of rules is Ronald's Rules of Rolling. Ronald's Rules are good -- clear, concise, and definitive.
Ronald's Rules are just a bit strict for me. In my typical Pathfinder games, I don't really want to spend a lot of time waiting for players to roll dice in order for things like perception. Instead, I prefer to occasionally use the everyone rolls at once mechanic. After all, a GM doesn't need to make sure no one cheats ever -- instead he or she just needs to catch a cheater once and then eject them from the game. Occasional spot checks of individuals ensures we don't have any cheating. And, if need be, rely on the eyes of the players to catch cheating too.
Besides, most times, for things like perception, I only really need the highest of the group. Or in the case of initiative, I just need the number when I call out the character's name on the turn tracker.
I do like the rules about clearly defining rolls, making them land on the table, and the GM making the call if they are tilted. Interference is not a real thing and gets ignored, and I like that.
The other thing I like to throw in to the dice rules is no stacking of dice. Many a game has been disrupted by a polynomial dice tower toppling and sending d-whatevers flying every which direction.
Now superstition is yet another thing altogether, and I try to both allow it where it is harmless, yet point out that it is foolish. The superstition isn't really about making the dice roll better; it is about giving the player something else to do when they get bored. As a player, I was notorious for keeping my dice neat and always laying with the highest number facing up. "Gravity will pull more of the material to the bottom so they'll get heavier on the side that rolls high." Of course, this is ridiculous, but it is fun.
In any case, next time you find yourself at the gaming table, player or GM, take a minute to think about how clear the rules are about ruling, and what you know about when and how to roll. And don't forget to put you naughty low-rolling dice away in a bag where you can chastise them later for ruining your game.
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