In my favorite D&D group (also my first), there were periods when one of the players or the Dungeon Master would have a rhombic triacontahedron, and very rarely, a deltoidal hexecontahedron (WARNING: DO NOT TRY TO PRONOUNCE!), at hand. In those cases, the Dungeon Master made a special rule that stated: "A rhombic triacontahedron or a deltoidal hexecontahedron is usable once per session, only one of them, and only when 100% of the group agrees it should be used." We would use this rule whenever we really wanted a hard attack to succeed or in cases when the entire group had to roll for something and sum the rolls. I could not imagine our campaign without this rule.
And why shouldn't you use it? What would you do with that triacontahedron lying with your dice in the box, gamble? It's a really fun rule.
I believe incorporating such unique elements adds flavor to the game and fosters creativity among players. It encourages us to think outside the box and consider unconventional strategies. Plus, it's always exciting to see how these special dice can turn the tide of a challenging encounter or pivotal moment in the campaign.
Using them sounds fun, but I wouldn't want it just to be too add a percent chance that they're more likely to succeed on what would be normally a D20 roll. I'd want to use them when there's a larger element of chance in an action, and varying degrees of success.
For picking a lot it's arbitrary - do it or don't - but for convincing someone of something, or scanning a magical forest for landmarks, etc, there can be a lot more variety than just succeed/fail.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
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In my favorite D&D group (also my first), there were periods when one of the players or the Dungeon Master would have a rhombic triacontahedron, and very rarely, a deltoidal hexecontahedron (WARNING: DO NOT TRY TO PRONOUNCE!), at hand. In those cases, the Dungeon Master made a special rule that stated: "A rhombic triacontahedron or a deltoidal hexecontahedron is usable once per session, only one of them, and only when 100% of the group agrees it should be used." We would use this rule whenever we really wanted a hard attack to succeed or in cases when the entire group had to roll for something and sum the rolls. I could not imagine our campaign without this rule.
And why shouldn't you use it? What would you do with that triacontahedron lying with your dice in the box, gamble? It's a really fun rule.
I believe incorporating such unique elements adds flavor to the game and fosters creativity among players. It encourages us to think outside the box and consider unconventional strategies. Plus, it's always exciting to see how these special dice can turn the tide of a challenging encounter or pivotal moment in the campaign.
Thoughts? Please also respond to the poll.
By the way I'm a titan so please don't annoy me.
Using them sounds fun, but I wouldn't want it just to be too add a percent chance that they're more likely to succeed on what would be normally a D20 roll. I'd want to use them when there's a larger element of chance in an action, and varying degrees of success.
For picking a lot it's arbitrary - do it or don't - but for convincing someone of something, or scanning a magical forest for landmarks, etc, there can be a lot more variety than just succeed/fail.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?