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Dealing with players rolling terribly in combat?

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  • FuglyDuckF FuglyDuck

    check your dice. Bet they’re loaded. if you’re just using acrylic and they’re not from the 90’s… they’re probably fine. a salt water test is going to give you gross errors caused by a bad CG. (loaded dice.) otherwise you’re going to be doing some type of statistical analysis.

    (I did this to the murderhobo in my party once. it was… hilarious)

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    lycist@lemmy.world
    wrote last edited by
    #28

    8 years = a lot of platforms. 10 different sets of physical dice at least, roll20, maptool, dndbeyond, brockjonesdiceroller, drawsteeltool, orcpub, dozens of different digital platforms.

    All abysmal rolls all the time.

    1 Reply Last reply
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    • D JohnnyFlapHoleSeed

      Don’t you have several sets of dice, and don’t you ‘dog walk’ your d20s at the beginning of a session to see which one(s) are the lucky ones for the night? Asking for a friend…

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      lycist@lemmy.world
      wrote last edited by
      #29

      I’ve used dozens of sets, including a dozen different online dice rollers. Its all abysmal luck on every platform.

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      • zonetrooper@lemmy.worldZ This user is from outside of this forum
        zonetrooper@lemmy.worldZ This user is from outside of this forum
        zonetrooper@lemmy.world
        wrote last edited by
        #30

        I really think you were one of the few people who actually read that bit of the original post… thank you!

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        • C canconda@lemmy.ca

          Use digital dice?

          Narrative solution would be to reveal the party has been cursed somehow this entire time. You can then give them a trinket/spell that mitigates low rolls. They get the best of 2 rolls once per combat or something like that.

          zonetrooper@lemmy.worldZ This user is from outside of this forum
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          zonetrooper@lemmy.world
          wrote last edited by
          #31

          Don’t know if you caught it in the OP, but this is already a digital platform. I will look into the idea of a “trinket of luck” or something (non-attuned, because punishing them for their bad luck seems like a bad move).

          T 1 Reply Last reply
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          • W wer2

            They need to roll the d20 and not the d12.

            But seriously, the party can figure out AC, but not hit points. If something is dragging on, just have things die on the next hit. I know some people would complain about it, but it is the group’s game, if something isn’t fun, change it. You have the power.

            Also, some things fight to the death, but it is also ok to have some things surrender or run away. Fighting a group of bandits? When one goes down, have someone scream “Bear! No!” and run away crying. Killed half the goblins? The rest turn tail and run.

            There are many levers to pull, and don’t be afraid to use them.

            zonetrooper@lemmy.worldZ This user is from outside of this forum
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            zonetrooper@lemmy.world
            wrote last edited by
            #32

            Oh, trust me. I’m already working in that kind of thing.

            Actually it was a sign of how incredibly frustrated my group is with this situation that they - who normally will pull out every stop to ensure not a single foe escapes - looked at the fleeing NPCs and said “Nah, forget that. We’re not dealing with more of that.”

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            • zonetrooper@lemmy.worldZ zonetrooper@lemmy.world

              Don’t know if you caught it in the OP, but this is already a digital platform. I will look into the idea of a “trinket of luck” or something (non-attuned, because punishing them for their bad luck seems like a bad move).

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              test_tickles@lemmy.world
              wrote last edited by
              #33

              Computers can’t do random. They usually approximate random by truncating seconds since epoc and throwing them into an algorithm the hashes them up into something that’s sort of random. Problem is that time is not really random. You ever notice that your random music shuffle seems to play the same shit all the time? Unless of course somebody else is there to listen, then it plays crazy shit you’ve never heard before. It probably has less to do with luck and more to do with you having regular listening habits, and the times that it plays crazy shit is those times that you are listening outside of your normal habits. And then there’s the algorithm that they use. There’s been a number of digital games that I have stopped playing because the “randomizer” was so shit that I could begin to “predict” future rolls.

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              • zonetrooper@lemmy.worldZ zonetrooper@lemmy.world

                Everyone has bad dice days. Everyone has that one time you get a Nat 1 at a critical moment.

                But guys, my party is in trouble.

                They’re consistently rolling terribly in combat across multiple sessions, classes, and dice types. And I mean terribly. Over time, you’d think their d20 rolls would average out to about unmodified 10, right? Plus or minus a bit. Hah. No. They’re averaging about 7. Other rolls (damage, healing, etc) also often suffer from this. It’s turning combat into a slog; anything with an AC of above 12-14 or so is proving awful to fight, and when attacks do hit they often do little damage.

                We’re all experienced players, and it’s a digital platform - so I can both know they’re not missing modifications to the raw d20 roll, and know it’s not “bad dice”. Unfortunately, they’re also experienced enough to figure out ACs from misses/hits, so it’s not like I can even give them “free passes” on attacks as anti-frustration measures.

                It’s at the point where I’m thinking the honest only way to “fix” this is to artificially nerf NPCs or vastly reduce the CR I’m used to them being able to handle. Is that really it, folks?

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                resting_parrot@sh.itjust.works
                wrote last edited by
                #34

                You could borrow hero points from Pathfinder. Basically, each player gets one or two hero points at the beginning of the session and can spend it to reroll a d20 at any point in the night. You take the rerolled result. Note that these expire at the end of the session and cannot be stacked up for next time.

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                • zonetrooper@lemmy.worldZ zonetrooper@lemmy.world

                  Everyone has bad dice days. Everyone has that one time you get a Nat 1 at a critical moment.

                  But guys, my party is in trouble.

                  They’re consistently rolling terribly in combat across multiple sessions, classes, and dice types. And I mean terribly. Over time, you’d think their d20 rolls would average out to about unmodified 10, right? Plus or minus a bit. Hah. No. They’re averaging about 7. Other rolls (damage, healing, etc) also often suffer from this. It’s turning combat into a slog; anything with an AC of above 12-14 or so is proving awful to fight, and when attacks do hit they often do little damage.

                  We’re all experienced players, and it’s a digital platform - so I can both know they’re not missing modifications to the raw d20 roll, and know it’s not “bad dice”. Unfortunately, they’re also experienced enough to figure out ACs from misses/hits, so it’s not like I can even give them “free passes” on attacks as anti-frustration measures.

                  It’s at the point where I’m thinking the honest only way to “fix” this is to artificially nerf NPCs or vastly reduce the CR I’m used to them being able to handle. Is that really it, folks?

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                  systemglitch@lemmy.world
                  wrote last edited by
                  #35

                  Tell them to roll real dice for attacks and trust them to not lie.

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                  • zonetrooper@lemmy.worldZ zonetrooper@lemmy.world

                    Everyone has bad dice days. Everyone has that one time you get a Nat 1 at a critical moment.

                    But guys, my party is in trouble.

                    They’re consistently rolling terribly in combat across multiple sessions, classes, and dice types. And I mean terribly. Over time, you’d think their d20 rolls would average out to about unmodified 10, right? Plus or minus a bit. Hah. No. They’re averaging about 7. Other rolls (damage, healing, etc) also often suffer from this. It’s turning combat into a slog; anything with an AC of above 12-14 or so is proving awful to fight, and when attacks do hit they often do little damage.

                    We’re all experienced players, and it’s a digital platform - so I can both know they’re not missing modifications to the raw d20 roll, and know it’s not “bad dice”. Unfortunately, they’re also experienced enough to figure out ACs from misses/hits, so it’s not like I can even give them “free passes” on attacks as anti-frustration measures.

                    It’s at the point where I’m thinking the honest only way to “fix” this is to artificially nerf NPCs or vastly reduce the CR I’m used to them being able to handle. Is that really it, folks?

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                    trumble@sopuli.xyz
                    wrote last edited by
                    #36

                    You really can’t fix it by artificially nerffing because assuming that the platform has random enough dice (which is most likely does for any real needs) the fact that they have thrown poorly before doesn’t mean that they will do so after your changes.

                    I don’t know how you are keeping track of the rolls but if you aren’t, I would first try that to truly see if it really is the case that the rolls are lower than average. Our memories of things going poorly aren’t objective and tend to enlarge amount of bad outcomes.

                    zonetrooper@lemmy.worldZ 1 Reply Last reply
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                    • zonetrooper@lemmy.worldZ zonetrooper@lemmy.world

                      Everyone has bad dice days. Everyone has that one time you get a Nat 1 at a critical moment.

                      But guys, my party is in trouble.

                      They’re consistently rolling terribly in combat across multiple sessions, classes, and dice types. And I mean terribly. Over time, you’d think their d20 rolls would average out to about unmodified 10, right? Plus or minus a bit. Hah. No. They’re averaging about 7. Other rolls (damage, healing, etc) also often suffer from this. It’s turning combat into a slog; anything with an AC of above 12-14 or so is proving awful to fight, and when attacks do hit they often do little damage.

                      We’re all experienced players, and it’s a digital platform - so I can both know they’re not missing modifications to the raw d20 roll, and know it’s not “bad dice”. Unfortunately, they’re also experienced enough to figure out ACs from misses/hits, so it’s not like I can even give them “free passes” on attacks as anti-frustration measures.

                      It’s at the point where I’m thinking the honest only way to “fix” this is to artificially nerf NPCs or vastly reduce the CR I’m used to them being able to handle. Is that really it, folks?

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                      galacticgrapefruit@lemmy.world
                      wrote last edited by
                      #37

                      Probability is just probability. What separates D&D from a video game is the flexibility of the players and the DM. Lateral thinking wins the day!

                      My advice? Review your players’ backstories and add in an unexpected ally who shows up just in time to deliver the solution, but at the cost of needing their help with something conveniently related to the main quest. Alternatively, encounter an NPC who, likewise, conveniently assists them out of a sticky spot in exchange for pursuing the main quest.

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                      • C cerebralhawks@lemmy.dbzer0.com

                        Altering the CR is my answer.

                        Not figuring out CR is why I was not a good DM, among other things. That you mention it at all tells me you probably have some semblance of a handle on it.

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                        galacticgrapefruit@lemmy.world
                        wrote last edited by
                        #38

                        Personally, I view CR like the pirate code; they’re more like guidelines than rules.

                        I look for how much damage a monster can deal in one round. I try to simulate a planned combat encounter well before I throw it at my players to make sure it’s survivable if they’re smart.

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                        • T trumble@sopuli.xyz

                          You really can’t fix it by artificially nerffing because assuming that the platform has random enough dice (which is most likely does for any real needs) the fact that they have thrown poorly before doesn’t mean that they will do so after your changes.

                          I don’t know how you are keeping track of the rolls but if you aren’t, I would first try that to truly see if it really is the case that the rolls are lower than average. Our memories of things going poorly aren’t objective and tend to enlarge amount of bad outcomes.

                          zonetrooper@lemmy.worldZ This user is from outside of this forum
                          zonetrooper@lemmy.worldZ This user is from outside of this forum
                          zonetrooper@lemmy.world
                          wrote last edited by
                          #39

                          After I noticed this, to confirm it wasn’t just imagination I just started logging the roll results (d20s, at least) into an Excel sheet as we played. And yeah, they’re actually rolling that badly.

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                          • H harmbugler

                            Why would a fix be required? It seems like you expect the bad rolls to continue.

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                            zonetrooper@lemmy.world
                            wrote last edited by
                            #40

                            Well, I’d like to fix the frustration (for both me and my players). Whether that means fixing the rolls or fixing the encounters to account for bad rolls, something needs to be altered.

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                            • D JohnnyFlapHoleSeed

                              Combat is always situational. Make their bad rolls have environmental consequences.

                              From a narrative standpoint, a bad roll doesn’t have to be a miss. They can hit a barrel of oil, or fish, and cause it to break open. Now everyone who isn’t a fishmonger within the spill area has disadvantage on all attack and save rolls.

                              Also, as dm, you never have to make your roles public.

                              zonetrooper@lemmy.worldZ This user is from outside of this forum
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                              zonetrooper@lemmy.world
                              wrote last edited by
                              #41

                              Oh, my rolls as DM are private (and of course I’m fudging them as needed). But their rolls are public still!

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                              • H horta@discuss.tchncs.de

                                Give them custom weapons or spells that are most effective when you roll low.

                                zonetrooper@lemmy.worldZ This user is from outside of this forum
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                                zonetrooper@lemmy.world
                                wrote last edited by
                                #42

                                Out of all the ideas here, this is one that interest me the most. I’ve seen a lot of things, but not something that does better when you’re low…

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                                • A antagnostic@lemmy.world

                                  The luck system might be something to look into. It can help mitigate consecutive failures while maintaining balance.

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                                  zonetrooper@lemmy.world
                                  wrote last edited by
                                  #43

                                  Thanks for that link! I’ll toss that at my group and see what they think.

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                                  • underpantsweevil@lemmy.worldU underpantsweevil@lemmy.world

                                    You might consider adding a puzzle element to encounters that can lower the effective difficulty with clever maneuvers or strategies.

                                    As an example, fighting in a room with a big chandelier overhead. A player can cut the chandelier at the opportune moment to pin a major adversary, allowing them to coup de grace or simply flaunt their victory to the villain’s face.

                                    Or perhaps fighting in a room full of mirrors that allow a clever player to reflect a gaze attack. Or doing Battleship style combat, where you have to pick the square of a hidden enemy, but you guarantee a hit if you guess correctly.

                                    In general, try introducing non-dice resolutions to the scene - guessing a magic word that disables a key piece of enemy tech, baiting enemies into an area or formation before springing a trap, completing a ritual that can summon a powerful ally by solving a rubric cube.

                                    If all else fails, you can drop some nice loot them. Awand of fireballs or Staff of the Sun or similar high powered magic item, for instance. Doesn’t matter how you roll with these, you’re going to have some fun.

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                                    zonetrooper@lemmy.world
                                    wrote last edited by
                                    #44

                                    Tactical gameplay is already something I very much encourage. One nice thing about playing with the same group for a long time is that I know they’ll respond when I put things on the map - opportunities to flank, drop or collapse things, and so on.

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                                    • zonetrooper@lemmy.worldZ zonetrooper@lemmy.world

                                      After I noticed this, to confirm it wasn’t just imagination I just started logging the roll results (d20s, at least) into an Excel sheet as we played. And yeah, they’re actually rolling that badly.

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                                      trumble@sopuli.xyz
                                      wrote last edited by
                                      #45

                                      Can you share your data? Because anyway unless the roll engine is faulty the past won’t tell you about the future rolls.

                                      1 Reply Last reply
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