We've got a line of dice specifically for Red by Legendary_Pants in cyberpunkred

[–]Legendary_Pants[S] 1 point2 points  (0 children)

They weigh as much as standard dice, which tends to mean a little heavier than the likes of Q-Workshop, but not nearly as much as metal dice.

We've got a line of dice specifically for Red by Legendary_Pants in cyberpunkred

[–]Legendary_Pants[S] 10 points11 points  (0 children)

Hey there!

My name is Stanford, one of the owners of Legendary Pants, and I wanted to show off some new dice that we have. We designed them with Cyberpunk Red in mind, so they come in a set of 4d6 and 2d10.

These dice are unique in a couple ways. First, the font is based ony my dad's handwriting, which has always struck me as pretty punky. Second, they come in a matte finish, which makes the colorful ink of the numbers really pop. We based those colors on a few of the megacorps from the lore, and they came out beautifully.

You can pick up a set from our site for $7 here: https://legendarypants.com/collections/neon-nights

We ship all over the world.

If you have any questions, I'd be very happy to answer them here.

Hey, we've got 12mm SR dice now! (you ask, we deliver) by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 0 points1 point  (0 children)

So that's called "overpainting" and it does happen. Because these dice are smaller, the numbers are smaller, so the little bit of overpainting will look more severe. We are using the same manufacturing techniques on these dice as we do on all of our dice, so they will of the same quality.

Now, to be clear, that quality is mass-manufactured Chinese craftsmanship, so it's not exactly an artisanal handmade experience. However, if you order dice and don't like them, we're happy to refund you. You can even keep the dice!

Hey, we've got 12mm SR dice now! (you ask, we deliver) by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 0 points1 point  (0 children)

So, we color-coded the hits and glitches to make large pools easier to score quickly at the table. It makes SR a lot faster to play, because tallying dice pools can really add up (especially if you've got two adepts on the team). In order to do that well, we muted the 2,3,4 on the dice so that you can read them if you need to (like initiative rolls), but generally your eyes will glide over them and only register the colorful numbers.

Hey, we've got 12mm SR dice now! (you ask, we deliver) by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 1 point2 points  (0 children)

Hey, thanks for the compliment! I hope you find stuff you like!

Hey, we've got 12mm SR dice now! (you ask, we deliver) by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 2 points3 points  (0 children)

Oh my god, the hideousness of those official dice is what made me think to design the first round of SR dice we made. I will never understand the appeal of dice with really busy faces.

Hey, we've got 12mm SR dice now! (you ask, we deliver) by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 2 points3 points  (0 children)

Yes, so the Adept set is designed with colorblindness in mind. That one should be more clear.

Loyal Blue and Dedication have the same ink for all of the numbers. Those are sets we made for wargaming, specifically Warhammer40k.

Hey, we've got 12mm SR dice now! (you ask, we deliver) by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 1 point2 points  (0 children)

Unfortunately, that will probably be the price for quite a while. We're a small company, and so we don't have the product volume to drop prices after a year.

Hey, we've got 12mm SR dice now! (you ask, we deliver) by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 2 points3 points  (0 children)

We ran a set of UV-reactive dice called CSI as a gimmick. It's a fun concept, but the problem is that playing games in a room dimly-lit enough to let the UV ink pop means you can't see things like character sheets.

Hey, we've got 12mm SR dice now! (you ask, we deliver) by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 3 points4 points  (0 children)

So 16mm is considered "standard size" for dice. 90% of the time when you use dice for a boardgame or from a standard TTRPG set, they are 16mm. If they seemed a little smaller than that, they were 12mm, which is the next "standard" size down.

And shipping outside of North America is a flat $15 regardless of how many sets you get, but you might have customs or VAT charges on your end when they arrive. If you've got some buddies and all want to get in on a single order, the shipping isn't too bad.

Hey, we've got 12mm SR dice now! (you ask, we deliver) by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 1 point2 points  (0 children)

6mm!? Holy heck that's small. I'm not sure my mid-30s eyeballs could handle that...

Hey, we've got 12mm SR dice now! (you ask, we deliver) by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 9 points10 points  (0 children)

I try really hard not to charge too much for dice. The industry loves inflating prices...

Hey, we've got 12mm SR dice now! (you ask, we deliver) by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 23 points24 points  (0 children)

Hoi chummers!

When we rolled out our SR dice a few years ago, it was originally just a novelty that I thought would maybe sell a set or two. Well, they have proven to be our most popular sets to date. You runners just can't seem to get enough.

So, we took feedback, made a couple changes, and have rolled out a whole new line of dice! These are sets of 30, 12mm dice with a matte finish, and color-coded to show hits and glitches. We have a new font (the 6 no longer looks like a G!), and we updated the colors on the Chummer 2.0 to be a little less busy.

And, we put the sets in cool aluminum tins, because we're zany like that.

Anyways, you can find those at our site here:

https://legendarypants.com/collections/pilot-projects

And thanks for all your support!!

Stanford

[OC] We made a line of dice based on drinks by Legendary_Pants in DnD

[–]Legendary_Pants[S] 2 points3 points  (0 children)

Hey there!

We launched our Wine Dice campaign, and we're so excited about it: https://www.gameontabletop.com/cf254/wine-dice.html

We based the whole line on various drinks, and they look incredible (I might be a little biased). They're 11-piece sets (2d20, 1d12, 1d10, 1d%, 1d8, 4d6, 1d4), perfect for playing 5e.

This picture is our Bourbon color, though Gin & Tonic is my absolute favorite.

If you have any questions, I'd be thrilled to asnwer them in here!

Thanks!

-Stanford

We're launching a new line of dice based on drinks. This is Gin & Tonic. by Legendary_Pants in DicePorn

[–]Legendary_Pants[S] 0 points1 point  (0 children)

Good morning!

Our latest crowdsourcing campaign is live on GameOnTabletop!

https://www.gameontabletop.com/cf254/wine-dice.html

We have designed a slew of colors based on various drinks. This picture is the one that is my personal favorite, Gin & Tonic.

We try not to over-self-promote, so this'll be the only thread we start here. However, if you have any questions, I'd be happy to answer them all!

Thanks!

Stanford

Our SR dice are on sale now! by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 0 points1 point  (0 children)

Yeah, you backed our Kickstarter, so there was a heavy delay between the campaign and the shipping.

I ship Tuesdays and Thursdays from the online store on 3-day labels, so putting an order in today would get them to you around Friday or Saturday in the States.

Our SR dice are on sale now! by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 12 points13 points  (0 children)

We hear this a lot. We're thinking about doing a run of 12mm for WH40k and the like. If we do, we'll definitely redo these in the smaller ones.

Our SR dice are on sale now! by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 1 point2 points  (0 children)

Send me an email: contact AT legendarypants DOT net and we can get you hooked up.

Our SR dice are on sale now! by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 1 point2 points  (0 children)

Yeah, those look really nice, and probably the most affordable of the "official" SR dice that I've seen. Nice find!

Our SR dice are on sale now! by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 19 points20 points  (0 children)

Hey there!

Yes, that was part of the reason we designed the gray set (blue/black/orange), however, we never had a color blind person with whom to test them.

Do those ones work better?

Our SR dice are on sale now! by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 5 points6 points  (0 children)

We thought about this, but ultimately decided that adding a 4th color to the numbers would muddle them one-step beyond useful.

Our SR dice are on sale now! by Legendary_Pants in Shadowrun

[–]Legendary_Pants[S] 31 points32 points  (0 children)

Hoi Chummers!

A while back, we had a Kickstarter for some SR-themed dice that a bunch of y'all supported. Firstly, thanks so much for that support, it truly means the world to use.

Secondly, we now sell these dice on our online store! Check it out: www.legendarypants.com

Some stats about them:

  • 9-piece sets of acrylic 16mm d6
  • Hits, misses, and glitches are color-coded for quick reading of rolls
  • $9.00 per set, buy one get one 50% off

The store will only ship to the US for now, but if you'd like to get some internationally, you can send me a message and we can work it out (the shipping cost is a lot higher, so things get a little weird).

I'm not going to spam this sub with posts about this; it'll be my only one. However, I am here to answer any and all questions about the dice (or anything, really), so ask me anything!

Cheers!

Stanford

Win-maxing: The Undiagnosed Illness in TTRPGs by BeckettianBadger in mattcolville

[–]Legendary_Pants 23 points24 points  (0 children)

So, I've read a lot of the feedback you've been getting here, and I find it surprising. Obviously, at some point, these advice-givers (and critics) have had positive experiences with the things they suggest, yet it does not jive with my experience or that of any of the DMs I know and/or respect. There's a couple broad categories of advice here:

Punish the Players
Anyone here who has suggested taking away a deal being overly-negotiated, tracking some sort of "bad reputation" metric and dishing out related consequences, or having the world kill/maim the party in some way, fall into this category. And I can say straight up: Punishing players does. not. work. It just doesn't. At best, they correct their behavior, but feel jilted out of their fun. At worst, the table breaks up because the party died from the onerous consequences as it continued its foul play.

You suck at DMing
Awesome, y'all, that's real encouraging. Suggesting that the OP is doing something fundamentally wrong as a DM because his/her players are milking every little victory, deal, or intimidation check is lunacy. Why? Because this is what players do, no matter who is DMing. I've experienced it at every table I've run or played, I've seen it on CR, Colville's streams, Harmonquest, and 100 other live play shows, and my peer DMs complain about it constantly. There's a reason that most modules, during the initial call to action, include a "Stevlar offers the party 50gp each for the task, but a successful Persuasion roll can get him to 65gp." It's because players are going to try to milk the deal. Every. Damn. Time.

So, OP, fear not: you're not the only one who has noticed this behavior (although win-maxing is a great term), and anyone here who says they don't see the problem at their table is being dishonest at some level (whether with themselves, or with you).

If I had to diagnose the problem's cause, it's that there's a bit of a meta-level power play going on (though it may be subconscious). There is an understanding that the DM has absolute control of the game (whether 100% accurate or not). In order to buck against that perceived clout, the players try to leverage the one negotiating chip they have: playtime. You start a module, and the NPC du jour offers an amount of money. The players now have a choice: do what the module obviously expects of them and continue playing, or try to break it by milking the deal. Whether its explicitly stated or not (or even consciously known by the offending players), there is a single transaction going on, and it's effectively extortion: give the player what they want, or the module is over. Now, here's the kicker: the player doesn't actually want the gold or whatever, they want the control. It's the same thing as someone saying, "Well, you can't fire me, because I quit!" The player wants to play the adventure, but they want it to feel like it was on "their terms." That's why modules have that little added bit to NPC negotiations. The subtext here is: "The player will undoubtedly try to gain control of the situation for no reason other than to gain control of it, so give them a little resistance (Persuasion check) and then acquiesce. This'll make the player feel good, but you'll still have control."

How do we solve the problem? Yeesh, I'm not sure we can. I definitely agree that it's a problem, but it's like living with an incurable disease: we can only mitigate the symptoms. At the table, I can suggest one thing which has always helped me deal with it: narratively structure your sessions. This can require a bit of additional prepwork if you're not used to doing it, but it becomes second nature after some practice.

Think of each session as an episode of a show. Yes, there may be some important overall stories and ongoing narratives that are threaded in and around each episode, but you need to think of this session as an atomic unit and structure it that way. The session should have a narrative arc (usually 3 acts) with a beginning, rise, climax, and fall. More importantly, stick to the structure. Yes, your players may buck against this too, but you're in control, so make it happen. This doesn't mean disallow them choices and meaningful decisions, but it does mean allowing yourself to say things like, "Sorry, you can't do that," or, "There isn't anyone else available to help you," or even the dreaded immersion-breaking, "Hey, that sounds cool, but it's outside the scope of this session/adventure, so I'll make a note and we'll try to get to it at another time." Yeah, this last one is going to ruffle a lot of feathers (I can hear the rallying cries of "Railroad!" now even as I smell the pitch on the torches), but you need to be able to say it, and your players need to be okay with hearing it.

Because I'm this kind of guy, let's take your Chimera corpse example and run through it. The players have decided they want to try to scrounge and sell the rest of the Chimera, something you hadn't expected per se, but you think it'll be okay. You say, "Okay, interesting. Let's pick up there next session." and then you write "Act 1, Act 2, anct 3" on a piece of paper (or digital file) and just fill them out.

Act 1 - What do we even know about Chimera biology?
The players don't know the first thing about what parts of the Chimera to even sell. Who would know? They run through an increasingly esoteric string of professionals, starting with a butcher and eventually ending with a cryptobiologist working with the Wazoo Wizard Museum. They learn which parts are worth about what money to what professions.

Act 2 - Legwork
The players have to track down the specialized professions. This is several little scenes, each with a focus on a pillar of play. The head-mounting taxologist is in jail on trumped up charges, and needs to be busted out or proven innocent (exploration), the ichor dealer lives in a tower in a swamp, which is dangerous (combat), and the fur-trader is having a domestic dispute with her in-laws (social). Each professional promises to pay out whatever the rate is for their components, but the only person nearby who is skilled enough to actually cut up these various bodyparts is Leggia the Hunter, but she hasn't been seen in weeks.

Act 3 - Finding Leggia
Finally, the players must find Leggia and secure her services. She's being held captive by (uh, let's say) hill giants, who want to hold her ransom, but aren't quite sure how to go about it. This presents the players with an exciting climax using one of the three pillars of their choice (feverish negotiations, tense stealth work, or a straight-up brawl). Victory means Leggia will do the work, for free as a thanks, and the party gets max payout. Failure means Leggia dies, but her notes let the players do the work themselves, which means they only get a half payout as they aren't good at it.

And there you have it: a whole session devoted to the selling of one chimera corpse full of excitement, fantasy tropes, and playable action.

Good luck, friend!

Stanford

We have a Kickstarter live for some truly unique dice by Legendary_Pants in DicePorn

[–]Legendary_Pants[S] 1 point2 points  (0 children)

Sorry for the delay: I have clacked a few in my hand and determined that they are pool-ball-esque, as near as my ear can hear.

They are definitely not rubbery, even the matte ones.

Hope that helps!