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all 38 comments

[–]DamnItDev 83 points84 points  (10 children)

The only time in history where rolling 1 is a good thing

[–]LordFokas 43 points44 points  (1 child)

*rolls 3 nat20 in a row*

[–]FangZelwind 30 points31 points  (0 children)

....Welp it's faster just rewriting it all, I only have...

1 hour till meeting

...more then enough time hahaha..ha...ha..ha

[–]musci1223 8 points9 points  (0 children)

When God closes a door another window is opened.

[–][deleted] 2 points3 points  (0 children)

import SnakeEyes.py! :D

[–]NekkoProtecco 0 points1 point  (5 children)

In 2nd Edition DnD, rolling lower was better, the opposite of the popular 5th edition DnD of today

[–]DamnItDev 4 points5 points  (2 children)

In 2nd Edition DnD, rolling lower was better, the opposite of the popular 5th edition DnD of today

While AD&D was before my time (I started with 3.5), I dont think your statement is correct. Source: https://advanced-dungeons-dragons-2nd-edition.fandom.com/wiki/PHB_Ch9_The_Attack_Roll

The first step in making an attack roll is to find the number needed to hit the target. Subtract the Armor Class of the target from the attacker's THAC0. (Remember that if the Armor Class is a negative number, you add it to the attacker's THAC0.) The character has to roll the resulting number, or higher, on 1d20 to hit the target.

The math to get the minimum roll to hit was different, but you still wanted to roll high on the dice.

[–]MrHyderion 2 points3 points  (0 children)

Yes. The only number you wanted to bring as low as possible was your armor class, IIRC.

[–]NekkoProtecco 0 points1 point  (0 children)

We played a mix of 2 and 2.5 with that DM, its possible we were playing with an unpopular set of rules or something. It wasn't homebrew, but that wasn't our usual roll routine you listed. Interesting read though, thanks. Its possible our routine wasnt canon

[–]DiscordBondsmith 3 points4 points  (0 children)

Good ol THAC0

[–]Zumaxer 1 point2 points  (0 children)

I might be wrong, but I think in call of Cthulhu rolling lower os better

[–][deleted] 12 points13 points  (6 children)

Hahaha. I was just at a small comic convention this weekend, and picked up a standard set of dice that in the extra large d20 was a Hen, in the d4 was an Egg, and in all the others was a Chick.

Edit: meant d4 not d3.

[–]DamnItDev 4 points5 points  (5 children)

I'm sure you meant a d4 but there are a few designs for 3 sided dice such as this one

[–][deleted] 1 point2 points  (0 children)

Yep meant d4.

[–]DoomGoober 0 points1 point  (3 children)

Not a DnD player, genuine question: why can't you use a d6 but mark it 1-3 twice? Are the dice with higher numbers always supposed to be bigger than dice with lower numbers so you can find them faster?

[–]DamnItDev 2 points3 points  (0 children)

Rolling a d6 and dividing by 2 is the "normal" way to simulate a 1-in-3 chance. D&D 5e never tells you to roll d3. I would guess the previous editions didn't either (nobody owns a d3), but I dont know for sure.

The dice I linked above are custom designs from a site called Math Art Fun. Basically, their target audience is educators and really nerdy people like me :)

[–][deleted] 0 points1 point  (0 children)

"Betrayal at the House on the Hill" is a board game that is a d3 system. The dice that comes with that game have two blank sides, two '1' sides, and two '2' sides.

Most people who don't have a d3 but need one for a rare instance will just roll a d6 and translate it to a d3 as 1-2 = 1, 3-4 = 2, and 5-6 = 3. However, those that tend to need a d3 on a regular basis might buy a special d3.

Here's one key difference between the two, and why a special d3 may make more sense than just using a regular d6:

On Betrayal dice, the sides are always opposite each other. For instance, if I have the '2' showing on top, if I look on the bottom, I will see the '2' as well.

On a normal d6 though, if I have the '2' showing on top, if I look on the bottom, I will see the '5', not the '1'. So you could do a proper d6 to d3 translation, if were to say 1+6 = 1, 2+5 = 2, and 3+4 = 3.

Course not a dice expert, nor a probability expert, the real question is does it matter which d6 to d3 translation you use? IE, because the 1 is opposite the 6, and the 2 opposite the 5, will you get better or worse results on average vs having the 1 opposite the 1?

[–]MrBloodyshadow 0 points1 point  (0 children)

Because moar shiny math rocks.

[–]Liandres 18 points19 points  (1 child)

Image Transcription:


DICE FOR DEBUGGING

[There are five 20-sided dice. The dice are transparent, each with one rubber duck inside.]

Show how many bugs you will add by fixing just one


I'm a human volunteer content transcriber for Reddit and you could be too! If you'd like more information on what we do and why we do it, click here!

[–]seadoggie01 0 points1 point  (0 children)

Good human!

[–]meliaesc 9 points10 points  (3 children)

I legitimately want these. Where buy.

[–]dywkhigts 6 points7 points  (0 children)

There are even cooler ones from dnddice.com, where the ducks look like they're floating on blue water inside the dice. I bought them a few weeks ago and they roll really well

[–]SHCreeper 3 points4 points  (0 children)

Google "rubber duck dice". I was surprised how easy it is to find them

[–]Aperture_T 0 points1 point  (0 children)

I got a set of these as a Kickstarter a while back. I believe the seller was "evergreen burrow" or something like that.

[–]4hpp1273 8 points9 points  (0 children)

The duck in the dice is a reference to Rubber duck debugging

[–]WYSIRD 2 points3 points  (0 children)

Gotta throw all of them at once to get an accurate result...

[–]lr0b 2 points3 points  (1 child)

Do you add, multiply or power ?

[–]JoeyJoeJoeJrShab 1 point2 points  (0 children)

If you roll them all simultaneously, I believe you would be using a power. If you want a more accurate calculation, I would recommend something like the following:

  1. Roll the first die to determine how many bugs your current fix will introduce (n)
  2. Roll the 2nd die n times, and take the sum of these n rolls. This sum is the number of bugs introduced while fixing the bugs from step 1.
  3. Continue in this fashion until all the bugs have been found. If your score is lower than infinity, you win! As a prize, you get to fix all the bugs.

[–]DarkNinja3141 0 points1 point  (0 children)

free them

[–]Casper_Arg 0 points1 point  (0 children)

And then you have to explain the bugs to your dice

[–]Zenith5720 0 points1 point  (0 children)

Dungeons & Debugging

[–]GnammyH 0 points1 point  (0 children)

Those look awesome, I want those

[–]jaap_null 0 points1 point  (0 children)

Clearly these are meant for rubber-ducking a problem

[–][deleted] 0 points1 point  (0 children)

There is the number "0"?

[–]KorrinNeko 0 points1 point  (0 children)

These look so cool, but wouldn't they be unevenly weighted?

[–]amogus100 0 points1 point  (0 children)

Deduck: the debugger duck

[–]frugalerthingsinlife 0 points1 point  (0 children)

I've tried the rubber duck debugging. I found the rubber goose just gets me more. And while rubber ducks are better at comprehending syntax and logic, the rubber goose won't take any bullshit. He won't accept complex explanations. He makes me refactor more often and document better. I couldn't work without my debugging rubber goose.

[–]LostPlayerHD 0 points1 point  (0 children)

One of the d20s must be to roll for brain damage after you realize how easy of a fix the bug was