# Dice Balance – Balancing Players’ Rolls, Not Characters

balancedice

I have been the worst dice-roller in my party as far as I can remember. Be it D&D 3.5, 4th Edition, or any other dice based system, the goddess of luck has always been mean to me.

To give you an example, I currently play a fighter in D&D 3.5, and as we are low level, when I do hit something, I dominate it. The problem is, that I rarely hit. Anything.

This, apart from being frustrating big time, renders me useless in a fight, and thus useless in general (lets face it, fighters in 3.5 just fight) to the point that a Dread Necromancer with a bastard sword who always, always, has good rolls, actually makes a better fighter than I do… when he is not summoning undead that always hit with their three attacks per round.

So, my question: are there any ways of balancing rolls between a player that always sucks and a player that always passes the roll (attack rolls, skill rolls, everything).

Note: I am not overreacting, and it is not a phenomenon that happened once. I seriously noted this difference in 5-6 sessions straight, with my average rolls being six to seven and the necromancer's rolls easily reaching sixteen to seventeen.

My personal recommendation is to use a dice roller. If you have an iPhone, I recommend Dicenomicon (\$5), dynamicDICE (\$1) or Dice Bag (free). I have heard that Pip (\$1) is also pretty good. I have found that the luck associated with physically rolling dice is dissociated from digitally rolling them.

If you find that you still think that a dice roller is giving you below average rolls, try one of these solutions:

Pre-Generated Dice Roll List

This is very similar to using the dice card decks suggested in another answer, but relies on a computer rather than a deck of cards.

1. Generate a list of 1,000 random integers between 1 and 20. Do not look at the individual numbers.
2. Average the numbers.
3. If the average is between 10.0 and 11.0, your set is not necessarily smooth, but is going to have a fairly even distribution.
4. Whenever you need to roll a die, instead use the next number on the list.
5. Continue to use this list until you have used all 1,000 numbers before generating a new list.

1. Choose an average dice roll - 9, for example. This is the roll that you get if you do not apply any points to the roll. Important rolls are not every roll - instead, they are rolls that your DM feels are important enough for it to matter if you subtracted points from them. For everything else, you roll manually.
2. Whenever you need to make an important roll, you instead get to use the "average dice roll." You can accept a lower dice roll. Based off of how low you reduce your roll, you get that many points to add to future rolls. For example, 8=>1, 7=>2, 6=>3, 5=>5, 4=>7, 3=>9, 2=>12, 1=>16
3. You could instead choose to use points you have accumulated to increase your roll. For example, 10=>1, 11=>2, 12=>3, 13=>5, 14=>7, 15=>9, 16=>11, 17=>14, 18=>17, 19=>20, 20=>24

Alternatively, have this system apply to every roll, but let the DM rate the importance of given rolls, with a multiplier of anywhere from 0.5 to 3. Adding or subtracting points to such rolls costs or rewards the multiplier times the cost/reward.