We're hoping this column becomes your window into roleplaying design and development -- or at least the way we approach these things here at Wizards of the Coast. We'll handle a wide range of topics in weeks to come, from frank discussions about over- or underpowered material, to the design goals of a certain supplement, to what we think are the next big ideas for the Dungeons & Dragons game. All of this comes bundled with a healthy look at the people and events that are roleplaying R&D.
First of all, we have a few voting results to share! You Craft the Creature has at last reached a conclusion:
Baker 2: 48.8%
Our thanks once more to everyone who took the time to vote, and helped shape Codename: Baker into the fearsome villain he’s become. We haven’t announced what future sourcebook Baker will appear in, but we’ll keep you posted and be sure to share further previews of your crafted creature along the way.
Second, last week we asked you to vote on which creature you’d like to receive a future makeover. Mike Mearls remains chained to his desk, working on the revised beholder. In addition, here were your choices for future selections:
mind flayer: 16.7%
(Producer’s Note: It was a tough field, to be sure. But frankly, I was amazed that the delver managed to pull in 40 votes!)
Oh, how we loved the stories! For those who missed the original article, this summer we discussed the various superstitions folks here at Wizards of the Coast harbor about rolling their dice—and, of course, asked for your superstitions and stories as well! To share a few:
It Was the Best of Rolls
It Was the Worst of Rolls
My luck is so consistently bad that my group has allowed me to roll 2d12 and add the result in place of a d20. That's why I always play a cleric. Even if you botch a roll on a cure spell, you're still healing the barbarian one point per die.
Bad Dice! Bad Dice!
Plus, our favorite quote on the subject:
I have never met a player without some superstition. We are all a little unstable that way.
The 1st edition Player’s Handbook (pg. 122) had an entire section regarding “suggested agreements for division of treasure,” which included equal shares, plus dicing for magic items. For those interested in dicing for items, we offer the following dice game.
Cutpurse is a simple game played with two six sided dice by any number of players for stakes. Each player rolls a die, with the highest throwing first in the game and the lowest "setting the point". The player with the lowest roll throws a die again, and the number rolled becomes the point number.
Each player in turn rolls the dice and scores one for every occurrence of the point number. A player who rolls a double point number scores 3 points instead of 2. The first player to reach 11 points wins the game.
This game requires two 4 or 6 sided dice (2d4, 2d6). This game is based on dice game known as Passage.
We’d still love to hear more about your own dice rituals and stories; feel free to send ‘em in to email@example.com.
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