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Rollin' Rollin' Rollin'

20th Aug 2015, 6:42 AM

Rollin' Rollin' Rollin'
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kidra on 20th Aug 2015, 6:42 AM

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There are few things more satisfying than rolling a dozen or so dice. However, there are also few things more terrifying than seeing the GM pull out a dozen dice to use against you.

Story time is about a time when someone in your group rolled an insane amount of dice.



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Otaku on 20th Aug 2015, 8:02 AM

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Due to the typical zeal of a group of teenage role-players that lead to ridiculously over-the-top everything, my first gaming group had a lot of massive die rolls, at least early on.

With GURPS it was in our space faring games, especially in that kind of awkward place the damage wasn't really high enough to warrant switching from straight up rolling the dice to rolling the dice and then multiplying but was high enough that it still meant a lot of dice! Actually, we may have just rolled the dice needed because we really, really liked to do that back then. =P

Also happened fairly often during our Star Wars games as well, though that was more "Wait... you're standing just outside of the experimental TIE Fighter and surrounded and instead of surrendering, you're going to shoot the exposed, still unstable engines to try and cause an explosion? *sigh* I'm going to have to borrow some dice." kind of thing.

For the record, my Gamorrean had crazy luck on his Force die and had chosen to use a Force point before rolling to soak damage and... I survived the blast and we later escaped. I wasn't even badly injured. XD

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Newcago on 20th Aug 2015, 9:39 AM

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Have you ever played Paranoia? I wish I could sum it up for those who haven't, but there's really no summarizing Paranoia. Suffice to say that nobody wins the game (except for maybe the GM) and the GM is highly encouraged by the rulebook to do whatever the heck he/she wants. There's a quote in there somewhere that tells you the players' sole purpose is entertaining you.

Needless to say, the game is pretty awesome... if you're the GM. (Okay, it's fun as a player too.)

Anyway, we had a GM once who took a bucket of dice (about the size of two red solo cups) and dumped them all over the table after we walked into a room. He then asked us to start rolling dice. We all just sat there, stunned, knowing we were dead for sure. And the best part was, we couldn't demand to know what those dice were for, because it's "against the rules" for players of Paranoia to know the rules.

The Old One on 20th Aug 2015, 10:27 AM

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Shadowrun 3rd ed. I'd spent a fair amount of time building up insect spirits and how freakishly scary they were. My party of runners ends up kicking over an ant spirit hive and confronts the queen. The mage burns literally everything he has on or with him for a massive mana bolt. He used a full 3x3x4 dice cube plus another half a dice cube for the roll.

Of course he killed it. He burned nearly 50k of materials doing it tho.

FireDrake on 20th Aug 2015, 10:51 AM

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Mutants and Masterminds 3rd ed.

This can range from having powers that allow you to hit more than one opponent to rolling for each minion you summoned.

the spaniard on 20th Aug 2015, 12:55 PM

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big bad (20th level wizard) casting empowered disintegrate on my flat footed rogue, 40d6 points of dmg + 50%. went over 200 dmg

Beregond on 20th Aug 2015, 9:01 PM

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Rogue's last thought was probably "I shouldn't have traded out Uncanny Dodge!"

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Disloyal Subject on 21st Aug 2015, 9:01 PM

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Pretty sure saves against Disintegrate are made with Fortitude, so Uncanny Dodge wouldn't be much good there.

the spaniard on 23rd Aug 2015, 8:17 AM

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The last thought was I shouldn't have made con my dump stat

Ironblaze on 20th Aug 2015, 3:47 PM

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We had a house rule: if you could ever drop a chandelier on someone's head, in a dramatic and truly impressive fashion, the damage would be every single dice in the room rolled. Our group was battling a local lord and his pirate minions when my fighter managed to pin the lord underneath the chandelier in his own ballroom. Good times once the wizard brought it down.

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Newcago on 20th Aug 2015, 4:37 PM

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That... is actually one of the best house rules I've ever heard. I'm writing that one down. :)

Mikenvolous on 20th Aug 2015, 4:56 PM

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I didn't use it but I did build a version of Nudel the Devourer for Pathfinder and renamed it Pacson Manson which could get 24d6 every two rounds or so.

I Am Somewhat Long-Winded

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Disloyal Subject on 21st Aug 2015, 1:53 AM

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This is one of the reasons I love Fantasy Flight's Warhammer 40K RPGs. I've already gushed enough about my waif of an Assassin who dual-wielded sniper rifles in Dark Heresy, but last night I made a breakthrough with my Tactical Marine.

Brief background: the standard weapon for Space Marines is the Godwyn-pattern Boltgun, a rifle sized for the 8ft tall posthuman supermen that wield them. The 'bolts' it fires are huge, .75 caliber explosive shells designed to detonate after they've penetrated the target for maximum damage. The 'storm bolter' is basically the evolved form of the 'combi-bolter,' two boltguns strapped together, and uses a single housing and two barrels to put out twice the shots.

Last night was our blatantly Fury Road-inspired episode, and I was riding a jetbike and doing nothing effective, soaking up the dicebot's worst rolls in the absence of its usual whipping-boy. I was the guy who brought anti-infantry weapons, so while I failed to kill them my team were getting shredded by Orkish firepower while focusing on wrecking their tanks.
Once both my allies' vehicles were reduced to critical condition, I'd had enough. I taunted the surviving Ork tank in the foul aliens' own language, gunned my engine, and ignored the bike-mounted gun that kept missing in favor of my trusty Storm Bolter, zooming to point-blank range before unloading a hail of explosive projectiles at a horde nearly thirty strong.
Something like 18d10 later, my bike was left hovering over a large puddle of salsa that had recently been 24 Ork Lootas with advanced firearms, drawing the attention of the remaining tank while my battered comrades finished it off. Sadly, our own tank exploded shortly after theirs, due to a nasty case of being on fire, but we got the pilot out first.

In summary, my Space Marine did a drive-by shooting on some Orks and beat them at their own game of pumping out as much dakka as possible while being WITNESSED by totally-not-Immortan-Joe. Tactical Brother Cyril of the Ice Wraiths will live forever, shiny and chrome. We spent nearly five minutes rechecking tallies of how many dice I got to roll, after the GM accidentally tripled the number of shots that hit even before the explosive bonuses tripled them again.

Lord of Dork

Evan Miller on 21st Aug 2015, 11:49 AM

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So a while back a game came out called Arcane evolved (by monte cook) my group decided to give a try. One of my players (who has gone on to become an engineer) decided to play a dracha a draconic race, gifted with some flight abilities. He read carefully over the rules for falling objects and well we found that you could get quite a lot of dice out of dropping things on the heads of monsters. We also played with the rule that when you crit you roll double the dice. One fateful fight with a dragon, My friend flew high into the air using his impressive strength score to carry a very heavy rock and dropped it critting the dragon. The end result was that we filled a bowl with the d6's we needed for the damage inorder to role them all at once. The dragon was very dead after that. The next time I rolled that many dice was in shadow run, but to be honest mini d6's are almost mandatory for shadow run with amount of dice you have to roll at once.

Scion

Library Samurai on 22nd Aug 2015, 12:45 PM

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Scion (half-human children of the gods).

I was playing a duty bound technopath whose main superpower was a big bag of grenades and the ability to enhance technology by just touching it.
The Big Bad and his main cronies managed to corner me, away from the party, in some empty cars at the very end of the train. When the announced I was going to be bait for the rest of my party, I did the honorable thing and blew up EVERYTHING.

The GM was my husband, and the look on his face was worth it all.

Scion

Library Samurai on 22nd Aug 2015, 12:45 PM

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Scion (half-human children of the gods).

I was playing a duty bound technopath whose main superpower was a big bag of grenades and the ability to enhance technology by just touching it.
The Big Bad and his main cronies managed to corner me, away from the party, in some empty cars at the very end of the train. When the announced I was going to be bait for the rest of my party, I did the honorable thing and blew up EVERYTHING.

The GM was my husband, and the look on his face was worth it all.

Crafting Genius

Phosphora on 24th Aug 2015, 3:25 AM

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So 'lots of dice' discussions can't happen without bringing up Exalted, of course. I had a crafter/priest who was essence level 5, and we had run into needing to repair this ancient holy site. The locals had apparently been waiting for a priest with crafting abilities for some time - but the enemy wasn't going to let this happen. So the group wanted to defend the site so that later I could fix it up and restore its capability. This being exalted, though, holy sites tend to be equipped with holy heavy weapons emplacements, so I had a different plan: I had a little time before they got here. I'd fix up the entire site - big as a large village or a small city - so that it could help us fight off the guys coming to stop me from fixing it.

Now, being essence 5, and having exceptional tools, and lots of bonuses ... I added all those bonuses in to a single very impressive number. Crafting is easy to boost, after all, and I'd dumped all this xp into something I honestly had almost never used before. I had somewhere around 35 dice for a single check. The ST said I had enough time for one normal roll. I needed 10 successes to repair the power core, and another 5 for each weapons emplacement I wanted to fix.

I looked up at the ST, looked down at my numbers, counted out all the motes I was spending, and said, "All right. Go see what everyone else wants to do to get ready. I'll start rolling." For the next thirty or forty minutes, I rolled 20 dice at a time, carefully counted up the results, tallied them on my sheet... finally, the ST finishes with everyone else and gets back to me. "So, um ... what's with all the dice? I said you only get time for one roll." "Right, right, and I'm almost done with it..." "What the heck? How many dice do you get on a craft check?" "35, but I also have this charm here that lets me get, at essence 5, get 5 times 5 the normal number of checks instead of a single check ... so I've got around 875 dice to roll for crafting in that time period."

I was new to the system. They kept telling me about all their 'giant dice pools' using their custom combos of charms, giving them 80 damage and 40 stealth and 50 social for the diplomancer and all that stuff ... and that I'd get 'up there' eventually. They all stared at me in shock. Except the one who'd played the crafter in their previous game, who just cackled in glee, understanding exactly what I'd just done. I managed to repair a small city's worth of automated weapons emplacements and its power core before the incoming army could get there. All with enough time left over to also repair the ancient tea house and brew a nice round of tea for everyone, to settle their nerves before the big battle.

That's Exalted for ya.
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