Jul. 25th, 2006

fredxmertz: (Default)
When dice go bad:
(I almost laughed myself into a faoming snot over this...)

And then there’s the set that’s now buried in my backyard. For the last two months straight, I’ve used them as a player in my group’s ongoing Trinity campaign. My character is a hacker, and he rolls 10d10 for hacking checks. In Trinity, a 7 on a d10 counts as a success.

Rolling 10d10, I consistently got one or two successes, night after night, game after game, for two months straight. It wasn’t just hacking rolls, of course — those were just the most dramatically shitty rolls, since they were made with such a huge pool.

These dice, in other words, aren’t just bad. They’re projectile-vomiting, masturbating-with-a-crucifix, possessed-by-the-Devil bad

http://www.treasuretables.org/2006/07/when-dice-go-bad

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