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>> No.14386859 [View]
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14386859

I'm almost 100% certain that one of my PC's is using rigged dice. His chance of success at his rolls is in the area of 25%, but he frequently lands crits and confirms them, and hits 2/3rds of the time.

but his dice are showing the numbers he needs. I don't think he is a wizard. How can I figure out if he is cheating? Or, barring that, what can I do to remove his ability to influence his own rolls?

also, there is a problem with me doing this, since there is a culture of worshipping the times people roll high in my little 12 man game community, and they feel it's ill form for the DM to claim a 20, or claim that a person couldn't possibly be lucky enough to skew probability like that.

I'm thinking of getting one of those dice poppers from the TROUBLE game, popping off the top, and putting a d20 in for the group to use.

>> No.13741414 [View]
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13741414

Take her and try to raise her to be a commissar. Purge her if she commits treason.. unless love has bloomed.

>> No.13720307 [View]
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13720307

Hey, do you guys know anything about mutants and masterminds?

I know saves vs. powers are capped at the power level of the campaign, but are the alternate effects capped as well?

for example, am I limited to flight 10 at level 10, and the various other progression distance shit?

>> No.13264629 [View]
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13264629

>>13264613
You don't. You need more than that if you're to lead out people to their lost glory. You need knights and knights and knights. You also need knights and knights. Knights, knights and knights cost money. All to much money. Loot and burn the village, my son. Loot and burn the village.

>> No.10866236 [View]
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10866236

>>10866202



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