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  #1  
Old 07-22-2010, 08:05 PM
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What happens in Dice Thread stays in Dice Thread

This thread will be used for rolling dice.

Please do not roll dice in a game thread, and do not edit any posts that contain dice rolls. If you edit a post that contains a dice roll, it might be marked as if you tried to cheat.

What you should do is write up your action, figure out all the dice you want to roll, roll them here, and then post your action in the game thread with a link to the dice roll post. You can roll the dice first so you know whether you hit or missed and write your action appropriately.

To roll dice, write an expression like 1d20+4, 2d6, or 1d8+3, highlight it, and hit the button that looks like a die. The number before the "d" is how many dice you roll, the one after is how big the dice are, and the one after the "+" is what bonus you add to it (you can also subtract.) You can also write multiple expressions like that with spaces between them and it will roll them all. Do not put any spaces between the "d20" and the "+4" because the dice roller won't count your bonus if you do that. Do not write multiple bonuses like "1d6+3+3" because it will only count the first one.

Good rolls:
1d20+5
1d8
1d20-2 1d6+1
2d6

Not good rolls:
d20 + 5
1d4+4+3
2d20+3 if what you wanted to do was roll two separate d20s with +3 modifiers, say for two different skill checks: instead write "1d20+3 1d20+3" to achieve this

You can practice or experiment using the dice roller in a thread for that purpose.

What to do if you make a mistake
To reiterate, if you make a mistake in a dice roll post, do not edit the post. Make a new post pointing out what the mistake was and correcting it:
If you made a mistake in adding the bonus to your attack, simply list the correct bonus below and add it to what you rolled.
If you rolled the wrong dice for your attack, write that and reroll the ones where you made the mistake in a new post.
If you're not sure what to do, ask.
Remember - posts with dice rolls in them are not to be altered or tampered with for any reason. Any such altered rolls will be considered automatic failures.
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Last edited by Nocturnal; 08-20-2010 at 10:27 AM.
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Old 07-27-2010, 09:38 AM
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Roll Initiative!

Merric:
Dice Roll:
1d20+1 (2)+1 Total = 3
Chant:
Dice Roll:
1d20+3 (6)+3 Total = 9
Erik:
Dice Roll:
1d20+0 (12)+0 Total = 12
Aukan:
Dice Roll:
1d20+1 (9)+1 Total = 10
Thoradin:
Dice Roll:
1d20+0 (6)+0 Total = 6

Monsters:
Dice Roll:
1d20+3 (18)+3 Total = 21
1d20+3 (4)+3 Total = 7
1d20+5 (7)+5 Total = 12
1d20+5 (13)+5 Total = 18
1d20+5 (6)+5 Total = 11
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Old 07-27-2010, 09:54 AM
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A few more rolls...
Dice Roll:
1d20+10 (3)+10 Total = 13
1d20+10 (8)+10 Total = 18
1d20+10 (4)+10 Total = 14
1d20+10 (2)+10 Total = 12
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Old 07-27-2010, 09:58 AM
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Sling Attack vs. Chant AC:
Dice Roll:
1d20+6 (1)+6 Total = 7
Damage:
Dice Roll:
1d6+3 (2)+3 Total = 5
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Old 07-27-2010, 12:41 PM
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Dice Initiative for next battle:
d20+3 (17)+3 Total = 20
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Old 07-27-2010, 12:51 PM
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Dice Ranged Attack vs. Kobold Slinger AC:
d20+6 (17)+6 Total = 23

Dice Damage:
d6+3 (3)+3 Total = 6
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Old 07-27-2010, 01:10 PM
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I rolled Damage for a basic ranged attack, Sly flourish is 1[W]+ 3 DEX + 2 CHA. Should i just add the +2 CHA? OR would you rather me re-roll the whole thing?
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Old 07-27-2010, 01:15 PM
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When it's only a wrong bonus, changing the bonus is fine, no need to reroll the attack unless you got a die wrong.
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Old 07-27-2010, 02:11 PM
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Hellish Rebuke attack vs. Kobold Slinger Ref.:
Dice Roll:
1d20+5 (4)+5 Total = 9


Damage:
Dice Roll:
1d6+5 (1)+5 Total = 6
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Old 07-28-2010, 09:06 AM
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Dice roll for next battle;

Dice Roll:
1d20+1 (2)+1 Total = 3
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Old 07-28-2010, 04:24 PM
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Slinger 1 Glue Shot vs. Chant AC:
Dice Roll:
1d20+6 (1)+6 Total = 7
Damage:
Dice Roll:
1d6+3 (4)+3 Total = 7

Slinger 1 Stealth check:
Dice Roll:
1d20+10 (14)+10 Total = 24


It is possible that Aukan killed the slinger on his turn with a charge he didn't know he could do. If that happens, this turn of course is canceled.
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Old 07-28-2010, 04:37 PM
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Merric's readied attack triggers when the kobold skirmisher shifts into range, and if he chooses to take it, his initiative changes to be before the kobold, so he'll move in the middle of their block and can't take his turn with the other PCs. However the slinger may delay again so that he gets to take his turn now anyway. So I'll roll that attack for Merric.

Merric's Sacred Flame vs. Skirmisher 2:
Dice Roll:
1d20+4 (8)+4 Total = 12
Damage:
Dice Roll:
1d6+5 (1)+5 Total = 6


Skirmisher 2 spear attack vs. Aukan:
Dice Roll:
1d20+6 (1)+6 Total = 7
Damage:
Dice Roll:
1d8 4
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Old 07-28-2010, 04:49 PM
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Skirmisher 1 spear attack vs. Aukan's AC, +1 for Mob Attack, +2 for Flank:
Dice Roll:
1d20+9 (7)+9 Total = 16
Damage, plus extra damage for flank:
Dice Roll:
1d8 2
1d6t 5 Running Total = 7


Skirmisher 3 spear attack vs. Aukan's AC, +2 for Mob Attack:
Dice Roll:
1d20+8 (19)+8 Total = 27
Damage:
Dice Roll:
1d8 8
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Old 07-28-2010, 04:52 PM
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Slinger 2 sling attack vs. Aukan's AC:
Dice Roll:
1d20+6 (4)+6 Total = 10
Damage:
Dice Roll:
1d6+3 (6)+3 Total = 9
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Old 07-28-2010, 06:39 PM
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Nocturnal:
i will take that attack, i did not know i could charge through the water
you said i get +1 to attack right?


Melee attack: Str vs AC
Dice Roll:
1d20+7 (6)+7 Total = 13


Damage:
Dice Roll:
1d12+6 (9)+6 Total = 15
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