I'm not going to argue that Gamescience dice are casino quality because I know they're not, but the two sets I've purchased in the last year or so were inked, the sprue marks were minimal (and easy enough to sand down) and my sense is that they are "random enough" - In a completely unscientific survey, I haven't been able to detect any biases in the results I get.
Your best bet might be to watch some of the kickstarters that come up occasionally, I've seen a couple of people offering machined metal polyhedrons that were advertised with some pretty high claims of precision.
House Rules Thread
- KaiserKris
- Red Cap
- Posts: 300
- Joined: Mon Dec 13, 2010 5:53 am
- Location: Manitoba, Canada
Re: House Rules Thread
One of my favorite house rules is:
If you kill a monster via critical hit, you get to describe how you just ganked that monster. If I especially love your ridiculous and florid description of heroically slaying that beast, you might just get a small bonus on your next attack roll. Because you're all pumped after so awesomely slaying that monster.
Or these rules for being drunk, because being drunk is fun.
The number of drinks you can have before it has mechanical effects are 2 + your Constitution modifier. If you're kind of a weakling and have a negative modifier, well, guess what, you can't hold shit. If you're a dwarf, half-orc or barbarian of any race, that two drinks is now four. You can make a Constitution save against poison to stop the effects of alcohol, but each drink after you start making saves makes for an additional -2 to the save.
First drink: -1 to Intelligence, Wisdom and Dexterity. +1 to Strength, Constitution and Charisma. Arguably positive.
Second drink: -2 to Intelligence, Wisdom and Dexterity. +2 to Strength, Constitution and +1 to Charisma. Worthwhile tradeoff for some.
Third Drink: -3 to Int, Wis, Dex. +2 to Str, Con. 20% chance of confusion as spell effect.
Fourth Drink: -4 to Int, Wis, Dex. +2 to Str, Con. 40% chance of confusion as spell effect.
Fifth Drink: -5 to Int, Wis, Dex. +2 to Str, Con. 40% chance of confusion as spell effect. Con save to avoid passing out.
Sixth Drink: -5 to Int, Wis, Dex. +1 to Str, Con. 40% chance of confusion as spell effect. Con save at -2 to avoid passing out.
Subsequent Drinks: Str and Con go to +0. Penalty to saves to avoid passing out increase by -2. After the ninth drink, people who pass out must make a Con save against death. Every subsequent drink inflicts a -2 penalty to that save.
If you kill a monster via critical hit, you get to describe how you just ganked that monster. If I especially love your ridiculous and florid description of heroically slaying that beast, you might just get a small bonus on your next attack roll. Because you're all pumped after so awesomely slaying that monster.
Or these rules for being drunk, because being drunk is fun.
The number of drinks you can have before it has mechanical effects are 2 + your Constitution modifier. If you're kind of a weakling and have a negative modifier, well, guess what, you can't hold shit. If you're a dwarf, half-orc or barbarian of any race, that two drinks is now four. You can make a Constitution save against poison to stop the effects of alcohol, but each drink after you start making saves makes for an additional -2 to the save.
First drink: -1 to Intelligence, Wisdom and Dexterity. +1 to Strength, Constitution and Charisma. Arguably positive.
Second drink: -2 to Intelligence, Wisdom and Dexterity. +2 to Strength, Constitution and +1 to Charisma. Worthwhile tradeoff for some.
Third Drink: -3 to Int, Wis, Dex. +2 to Str, Con. 20% chance of confusion as spell effect.
Fourth Drink: -4 to Int, Wis, Dex. +2 to Str, Con. 40% chance of confusion as spell effect.
Fifth Drink: -5 to Int, Wis, Dex. +2 to Str, Con. 40% chance of confusion as spell effect. Con save to avoid passing out.
Sixth Drink: -5 to Int, Wis, Dex. +1 to Str, Con. 40% chance of confusion as spell effect. Con save at -2 to avoid passing out.
Subsequent Drinks: Str and Con go to +0. Penalty to saves to avoid passing out increase by -2. After the ninth drink, people who pass out must make a Con save against death. Every subsequent drink inflicts a -2 penalty to that save.
Re: House Rules Thread
Close enough to where you will have a hard time noticing over the course of a campaign. So, no worth arguing over for sure.Traveller wrote:Yes, but casino dice are made to a precision not found in dice used for role playing, so that really isn't a valid comparison.
Re: House Rules Thread
I'd pay some bucks for those!Traveller wrote: What I'd like to see is a set of precision polyhedral dice, made in the same fashion and to the same tolerances as casino dice, but in a more portable size.