Wednesday, May 2, 2012
Memorable Mechanics Part 3: Roll a Ton of Dice
One thing you can do is look at the damage expressions for your monsters (published or otherwise) and make small edits. If you see 3d8+10, try a 6d4+10. If you see 4d12+12, try 8d6+12. I realize this adds a couple of points of damage here and there, but big whoop they can take it. Its the visual of all those dice that is the key.
To really make this dramatic, take the whole expression, static damage and all, and convert to one massive damage roll with no static damage. So say the starting damage roll is 3d12+13. That's 32.5 damage on average. I might decide to just roll 10d6 or 7d10 by itself instead. Crits are brutal.
You can also look for moments to use unique damage rolls that do not correspond with recommended damage expressions. That trap that sprays acid and melts skin? Just grab a handful of dice and see what happens. Seriously.
I do not recommend this for every roll or even most rolls, but I encourage you to look for opportune moments in your games to use tons of dice. Such a simple little thing can make it more memorable for the whole table.
Ever done something along these lines? Leave a post!