What are you adding?
What are you adding?
How to roll 100:
How do you get “1” like this?
I suppose you have to roll 10 to get to 100 = 0
But then what?
You get 100 when you roll 10 twice
(1d10 - 1) * 10 + 1d10 -> (10 - 1) * 10 + 10 = 9 * 10 + 10 = 90 + 10 = 100
Alternatively:
Roll a percentile die and a d10 together. Done.
that is a different way of doing it I didn’t think about but my method still works
to roll 1:
1st, 0 x 10 = 0
2nd, 0+0 = 0
add 1, 0 + 1 = 1
to roll 100:
1st, 9 x 10 = 90
2nd, 90 + 9 = 99
add 1, 99 + 1 = 100
Wouldn’t that give you 11-100?
The Lowest number on a dice is 1, and 1×10 gives you 10.
The formula would have to be ((d10-1)×10)+d10=x≥90⟹y=y+1
there’s a 0 on the die
A letter that reads:
“Dad
I know things were hard for you when mum died but I know we can get though this together.
I see you at the funeral.
Love from Anita”
“I strike at the bandit with my axe”
“Give me a to hit roll”
“Natural 20!”
“You cleave both targets in half, blood sprays everywhere!”
“Both targets?”
Nice. Let’s balance this out a bit at the other end:
98 - A scroll containing a detailed plan to burn down the nearest orphanage.
99 - Pockets full of napkins inscribed with insane anti-gnome racist gibberish.
100 - A magic communication stone that, if activated, creates a magic audio connection with the lead villain of the current story arc.
Is anyone else tired of murderhobo being ascribed to anytime a party kills anything? “How dare you murderhobo that mindflayer!” “How dare you murderhobo that zombie!”
Now, while I get the point of the post is that the bandits are still people, my comment doesn’t refute that point. The point of my comment is that a DND is expected to kill in the campaign sometimes, and calling the party murderhoboes for doing so every time it happens is kinda condescending. In addition, the bandits deliberately attempted to murder the party for their money. The adventurers fought back and weren’t able to pay attention to how lethal their strikes were. It adds more realism to do as the post describes, but it doesn’t make the bandits better people than the party
Back in the D&D 3.5e days, I was on a kick where I thought alignment systems were very silly so when playing D&D I’d pick an alignment and play it to a logical extreme. In one case I was playing a LN character who was a city watchman (later watch captain) who was so lawful that it became a hurdle for the party to deal with because if they committed crimes I would investigate and then arrest them. My character was also very specialized in subduing enemies without killing them, though killing in self-defense was permissible I made every effort to avoid that, not out of compassion, but because the villains should be captured and brought to justice.
One time we were beset by bandits and some were killed in the skirmish, this wasn’t a problem but the party went to loot the bodies and I stopped them. Just because you kill someone doesn’t mean you get their belongings, the gold on their person would have to be catalogued and determined if it had been stolen, personal effects would go to their next of kin, etc. The party had no claim to any of it. The DM had to step in and have the King award treasure to us because I was preventing the group from getting stuff off our defeated enemies.
Ultimately, my insistence on jurisprudence and constant arresting PCs who stepped over the line resulted in the party being forced to adopt tactics to play around me. The Sorcerer picked up subual substitution (which turned out to be broken anyway since it bypassed energy immunity) the rest of the party picked up disarming, entangling or enchanting abilities to avoid me bringing the law down on them when we got back to the city.
All-in-all 10/10 would fuck with my party again. While sometimes frustrated by my antics the group agreed that I made the entire adventure a lot more memorable and interesting and we still talk about it years later.
I get you wanted to do it for fun, but you sound like a horrible player to have at the table. There is a social contract involved in playing DnD and while disagreements between party members are all fine, your character was basically hindering the other characters at every step (at least from what you described).
While it has nothing to do with the first point: I also reject your interpretation of alignment. It’s (at least from how I see it) not that you choose an alignment and then build a character around it, but that you build a character and then classify them with the alignment that fits their actions best. I know that some classes require certain alignments but even then there are a multitude of different ways to go about that alignment.
Partially. I think its fine to have that kind of thing. But not all the time. Bandits who are actually good people will avoid murder if possible. And while bad people can also have loved ones, that does not invalidate self defense.
Just as you said: Self defense is not murder-hoboing. If we are talking murder-hoboing then we should apply that list to city guards and commoners, who are not meant to be fought.
80 - a charcoal drawing on a rag of a child and adult with a heart around it
81 - a letter from a mother saying there is no crops, but they know Pelor will provide
82 - a pressed flower crown
83 - a tax notice, warning of foreclosure
84 - a letter warning a local prince wants to abduct this person, and to flee rather than give in
85 - a threat from a cult of Bahl, demanding gold or the death of their family.
A letter saying you’re looking for your cousin to tell them of a family endowment that was bequeathed to them, and how happy you were to meet said family member.
Describe a player in the letter, preferably one that did the murder hoboing.
A small, bloodstained journal.
“Duke says he heard a rumor there’s a group in town with enough gold to see us all the way to the Sword Coast and then some. Party of adventurers sitting pretty on loot from a goblin camp. Spent all night drinkin’ and celebrating, says they’ll be easy pickings.
Duke sent word to Artur, but he’s worried it’s too big for us. He said he needed a doctor, told us not to make a move until he got here, but Dutch says this is our only chance. They’ll be in the city by tomorrow, safe behind the walls and guards.”
“He says this is the last job. I’ve heard that before… but we’re struggling out here. I don’t know how much longer we can last like this. Something’s got to give. One more winter, one more orc raid, and we’re finished.”
“If you’re reading this, I’m sorry Artur. I don’t know where Jarn and his family went, but you find them. Keep them safe. If you ever manage to reach the loot we stashed in Waterdeep, you make sure to use it on living softly, instead of dying rough.”