Who plays dice in sam and cat

Who plays dice in sam and cat

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Who plays dice in sam and cat are not actually dice. You play with a board. If it's a physical board then a person is playing with plastic dice (dice that have actual physical numbers on them) as well as plastic "dice" (dice with a design on them, like the number 6).

I guess that's pretty much true in most games. The dice are part of the game in some fashion. It's not like playing with a set of dice when you roll the 5s out of the bag on a table.

Dice just aren't used much for determining the outcome of combat in general. The GM determines the outcome for the PC, but the players aren't really rolling the die to determine that. It's just the GM saying "The enemy PC is dead!"

Dice just aren't used much for determining the outcome of combat in general. The GM determines the outcome for the PC, but the players aren't really rolling the die to determine that. It's just the GM saying "The enemy PC is dead!"

It's not just combat. If a PC rolls two 6s in a row, he gets to pick which side to go in on the next fight. That decision is entirely based on luck, unless you can buy additional options from your GM, which you can. You can pay for a second roll of the die, a "dare to re-roll" ability that gives you an extra chance to pick the side you want to be on, you can tell the GM that you want to use your own judgement rather than be dictated to by the rules, etc.

The best way to see it is that rolling a 6 can turn an even chance encounter into a situation where you win the fight automatically, or turn a win into a lose by only allowing the other side to choose to accept your terms of surrender, pay you to leave, or do whatever. You still get to pick your side in the next fight, and in fact you may change your mind or pick the other side after you get to choose, but you aren't losing by choice.

If you want to talk about the use of skill checks to choose your actions then that's another topic.

And yes, those are rules for the game. Not for real life. Even in real life there are times where the consequences of one person's action ripple through the system and others are affected by the consequences. This is not one of those times. And you make the claim that players don't "really roll the die", as though that was a real skill check. It's not, it's a roleplaying decision that the player has to choose between a few options to determine the outcome. But the player can't choose how the die is rolled, so why would you think that what I said was untrue?

The only times it is the players roll a die are when they have to declare the outcome of a conflict. If a player has the ability to choose his tactics when a conflict starts, he can simply declare an outcome and then use his ability score for the roll. If a player doesn't have an ability score to use, or if his ability score would result in an automatic win, then he would need to roll a die and use the outcome of that roll for the tactical choice.

However, it's up to the players and the GM to determine which characters will be involved in the conflict. And as I said before, the players will not be deciding the outcome of any conflict unless the characters are directly involved. There's no need to force players to use dice to resolve something that isn't really a skill check.

And of course, I can make an argument that it would be a good idea to give your characters a skill to choose the outcome of their actions, because it would make your games less dependent on the luck of dice rolls. But you seem to be going a different direction than I am, so I'd leave the subject with you.

If the players are in doubt how to act (it's not even a conflict yet, just an initial contact) they should ask the GM what would be the likely outcome. I think that this kind of question may require a dice roll for it to be useful and the results of this roll should determine the outcome.

OdoApr 17 '12 at 15:54


If there is any ambiguity in what the GM's answer is, then I think it would be best to ask him in an out of character way whether or not this is a skill check. I don't see any issue with having the characters roll to determine a particular course of action if there is ambiguity in the answer.

BathshebaApr 17 '12 at 15:59

@Odo: It's not necessarily a skill check if there's no ambiguity. Players aren't actually "determining" the outcome, they're "determining" the approach to it (at least if you're following JeffE's "Tell them about what they should do but don't ask them to do it"). In that situation, it's more of a GM opinion and if you're uncomfortable with letting players ask the GM opinion then the GM just needs to say so.

Tim PostApr 17 '12 at 17:37

@TimPost So if I think there's an ambiguity, I need to let the players know somehow? The only way I've found to do that is by saying "Ok, you can ask me, but you don't know what to ask. "

OdoApr 17 '12 at 17:40


As JeffE said: "The question is whether that's sufficient to make the roll a skill check. If it's not then you haven't really gained anything, have you?" Asking the player directly is sufficient and it's more efficient than having the GM do it, as the player does it themselves, it's more likely that they will make the correct decision.

BathshebaApr 17 '12 at 18:04


+1 for the first part, but if you're getting the skill check bit from the other answer, I disagree with that.

BathshebaApr 17 '12 at 19:05


Agreed, but the rule also provides a benefit to the GM by making the rolls easier to make. There are lots of ways the GM can handle this situation that don't require skill rolls - the rules you need to play a game are the rules.

Tim PostApr 17 '12 at 19:42


@Bathsheba Yeah, I'm aware. I'm basically disagreeing that "the skill check bit" is worth the trouble. If it works for the GM it's good enough for me. I actually wouldn't have said anything in my original answer if I had known I'd get so much heat from it.

JeffEApr 17 '12 at 19:51


I do not like that they don't just tell you the answer, so I vote that "ask the player" should be on the top of the list of things to do before doing the roll, since it is the only fair way of letting a player know that their action was insufficient and for that reason didn't work.

BathshebaApr 18 '12 at 14:24


@Bathsheba I'm pretty sure the players aren't going to be very happy if we tell them ahead of time what they were trying to do when they rolled a 5 on their die. Or maybe they will, and we can then get ourselves in even deeper trouble.

JeffEApr 18 '