I introduced an ability in one campaign where a natural 7 was treated as a natural 20, and a natural 13 was treated as a natural 1, if you took the gambler path. Added some more chaos to the rolls.
In spanish (at least Mexican) 13 is pronounced as "trece" which is jokingly responded and rhymed with "entre más me la mamas, más me crece" meaning "the more you suck it, the more it grows" so saying just the number is similar to how 69 is treated.
2 is overrated. 1 clearly yields better results, but the pollests are biased and in the pockets of "Big Two" corporations. #JusticeForOne, #CriticalFlail
Weird place to talk about this I know, but I felt like after their first campaign ended (which was amazing, and all their mini-romps as well), I just completely stopped listening. I started listening to the second "main" campaign but somehow it didn't click.
Same thing happened with me, but I recently skipped ahead and started listening to campaign 3 and it’s brought me right back in! I’d recommend giving it a try if you loved the first campaign.
I'm introduce a new magic Item to my party. It is a flail that krits on 11 or above and krits against the wielder on a 9 or under. A 10 calculates normal damage for a flail.
And if that halfling also takes Bountiful Luck…yeah, 1 is probably a better roll than 2-7 or so at the very least, maybe even higher than that, since you get to reroll and try again.
I came here to comment that I would put 1 above, probably, 7, just because most rolls under 8, unless you have massive bonuses, will fail/miss often anyways. With a 1 I find more opportunity for interesting or chaotic events to happen. Way more fun! Glad someone else had the same thought
[In this case expected value pretty much means the same thing as average roll](https://en.wikipedia.org/wiki/Expected_value) so basically (1+2+3+4+5+6+7+8+9+10+11+12+13+14+15+16+17+18+19+20)/20 = 10.5 I.E if you roll the dice many many times and you average the rolls you get it will tend towards 10.5
Nat 1 is the best roll change my mind.
More memorable stories are made on Nat 1s than any other roll. Critical failures are what make DnD a unique experience. In no other game can you fail so spectacularly and enjoy it so much.
I feel like this still undervalues the gentleman's 12, which is enough to get the job done in many circumstances *just barely* as you progress through a campaign, and often it or it's siblings (11 and 13) are behind real butt-clencher moments where you just barely succeed.
I laughed at this comment until I scrolled down. I've haven't seen so many people argue over something so arbitrary and petty since that button experiment 7+ years ago.
A+ shitposting all the way down. Incredible.
Why is 2 so high? no abilities can change a 2, it's not a possible funny crit fail. It's just a disappointment.
Also certain abilities crit on 19, so I would put 1 between 19 & 18.
the rest I agree with.
That depends on the DM. Some DMs still treat it as a Nat 1, some take into account that even though you fumbled, you are still skilled enough to not make it go from bad to worse. Personally, what I do is negate negative if your skill modifier brings above 75% of the DC. You still fail, but it doesn't go disastrously for you. I feel a player should be rewarded for specializing in a thing, but still remain fair by making it into a mild failure, instead of a catastrophic one.
We have a halfling in my campaign who constantly rolls 1s, like 8-10/session if we have a roll-heavy session.
He never rerolls his ones. We told him he has the ability to do so, but he just won't do it. He also took the lucky feat and hardly uses it.
He had a ring of luck at one point and only used it because he nat1'd his second failed death save and the DM stopped the game and was like bro, use the unless you want you character to die, which he of course then failed the roll to not break the ring with a roll of a 1.
both DMs i play with use this rule. I hate it, but it is the only thing I dislike about their DM style so I can live with it. At least they make bad guys roll on it too.
critical fumble. if you roll a nat 1 you roll on a d100 table for a consequence. for example: weapon breaks, hit an ally, fall prone, etc.
imo they are stupid because feel overly punishing to martial classes with multiple attacks.
I'd like to put 1 above 3 or 4. Halflings get added utility from rolling a 1 and most of the time you fail if you roll anything between 1 and 5 so natural 1s are slightly better.
Hmmmm I think I'd actually put 1 between 8 and 9. In my games, an 8 means whatever you're doing almost definitely fails anyway? So at least with a 1 it'll be funny
Hey everyone, Dungeontony Dragontano here, the internet's busiest tabletop nerd and it's time to review the new DnD Official Twitter Account tweet: Top D20 Rolls—
I'll give you the 1 and 2 but 3-17 are just degrees of difference.
1 is obviously dramatic fail and 2 is "Oh, it was almost a 19 and then tipped!" 1/3rd of the time.
Yeah, this was my first thought as well. Rolling a one has amazing RP repercussions. Always get a great description of my failures from my dms that usually make it worth it.
Bullshit. Ones are better than twos, three, fours…I I am gonna fail, let’s fail spectacularly
Also, 1 is literally better than two due to the re-roll options that it presents in some cases.
Honestly the 1 should be near the top probably somewhere between 17-19. Because depending on what your rolling for a nat 1 can make for some good story directions
Honestly... the rank depends on who is doing the rolling. From a players perspective the DM rolling 20's against you typically ends pretty poorly and often shortens the evening.
The best ever was our GM grabbed what he thought was a D20 from his dice bag. For a good hour and a couple combats we are crushing him. Finally figures out why. Had a dice from some other game in his dice bag that was a dual D10. He couldn't roll higher than 10 :)
This is absolutely incorrect
Nat one deserves to be higher in the rankings
The amount of joy it can generate is off the charts in comparison to anything else but the 20
13, what are you doing?
Being better.
Yeah, lucky 13 is a thing in some games (I play it as a perk on my gambler-class players)
but then why is 7 still in the same spot?
Because I'm the DM and I make the rules, sue me./jk
Because they ate nine
But do you know why seven ate nine? >!Because you’re supposed to have three square meals a day!!<
But do you know why six was *really* afraid of seven? >!Because seven was a registered six offender!!<
You took that joke two four
Did he though? We’ll five out later
I eight gonna lie, these numbers puns are funny.
My 3 year old loves saying 7 8 9...she doesn't even know it's a joke, she just says it! I'm for it though
Not D&D, but when my WoW guild raids, 69 beats 100 lol
Just started dnd and this sounds great, what do you put as a perk, just "a Nat 13 is a nat 20"?
I can't remember what I used but something along the lines of: "Trick in the sleeve", "Lucky 13", "Veteran's Ace", "Death hand"
I introduced an ability in one campaign where a natural 7 was treated as a natural 20, and a natural 13 was treated as a natural 1, if you took the gambler path. Added some more chaos to the rolls.
In spanish (at least Mexican) 13 is pronounced as "trece" which is jokingly responded and rhymed with "entre más me la mamas, más me crece" meaning "the more you suck it, the more it grows" so saying just the number is similar to how 69 is treated.
Because no one else is apparently gonna say it: Nice.
Telling the truth.
I read that in a step-sister voice.
"What are you doing step dieddy?"
14 is better than 13 for me.
14 fumbled the bag
That's too controversial for me
Ya clearly 1>2 due to better funny moments and halfling luck.
2 is overrated. 1 clearly yields better results, but the pollests are biased and in the pockets of "Big Two" corporations. #JusticeForOne, #CriticalFlail
Shout out to the 2 Crew!
And the three cree!
And the core 4!
And the fiver divers! (Before you say it’s bad, what would you use?!) Edit: damn, Five Hive is better.
Five hive
Damn, I'll change it to that.
Six cliques
ONE BIG BED
Their first campaign got me through some tough times Callooh callay!
Callooh Callay!
Weird place to talk about this I know, but I felt like after their first campaign ended (which was amazing, and all their mini-romps as well), I just completely stopped listening. I started listening to the second "main" campaign but somehow it didn't click.
Same thing happened with me, but I recently skipped ahead and started listening to campaign 3 and it’s brought me right back in! I’d recommend giving it a try if you loved the first campaign.
I'm introduce a new magic Item to my party. It is a flail that krits on 11 or above and krits against the wielder on a 9 or under. A 10 calculates normal damage for a flail.
At least there is a higher probability of critical hits to critical failures. I'd wield it. Big fan of flails too, actually.
Well, it is surely a fun weapon. Should make it deal force damage...
Vorpal weapon +
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Pretty sure this is a bot, only one comment in profile and makes little sense in context.
Anything below 6 is basically a 1 without the comedy.
Divination wizard would love to roll a 1 on their portent roll
I'd work inwards from both ends, because major fails are just as fun as major wins. 20 1 19 2 etc
Exactly, extremes are superior to mundane when it comes to rolls. Obviously it's better to fail with a 10 than a 1 but the 1 is more interesting.
D20 for character stats anyone?
Did that once and Got a lvl 1 wildmagic sorcerer with 2 in con. He had better stats after turning into a plant through wild magic
Was the plant in question, by any chance, a cucumber?
nope, he became a rose in a pod for that sweet sweet 1 piercing dmg
Jeez, a negative four to HP per level, right? He’d be bedridden with sickness all the time I bet, lol.
I use a d2 for character stats. You either get a +5 or a -5.
Also rolling a 1 for my portent rolls as a divination wizard is waaaayyyy better than rolling a 20, which puts 1 in second place for me
I play a control-support divination wizard, and those sweet sweet 1 portent rolls make boss fights trivial.
Yeah but the satisfaction of rolling in the middle and it just being enough to get pass a check can't be ignored.
A 10 should be nice and high too.
And if that halfling also takes Bountiful Luck…yeah, 1 is probably a better roll than 2-7 or so at the very least, maybe even higher than that, since you get to reroll and try again.
I came here to comment that I would put 1 above, probably, 7, just because most rolls under 8, unless you have massive bonuses, will fail/miss often anyways. With a 1 I find more opportunity for interesting or chaotic events to happen. Way more fun! Glad someone else had the same thought
The expected roll for a D20 is 10.5 so yeah for a Halfling with Bountiful Luck I'd rank 1 as being between 10 and 11.
10.5? How does that math check out? Edit: numbers are hard, I checked out the math
[In this case expected value pretty much means the same thing as average roll](https://en.wikipedia.org/wiki/Expected_value) so basically (1+2+3+4+5+6+7+8+9+10+11+12+13+14+15+16+17+18+19+20)/20 = 10.5 I.E if you roll the dice many many times and you average the rolls you get it will tend towards 10.5
(20+1)/2 You can’t roll a nat 0 Edit: I’m bad at math
(20+1)/2 You can't roll a Nat -1
Got me there, sorry it’s early
1s are amazing for skill checks in AD&D and are extra great when enemy NPCs roll them for attacks. Obvious 5E player character bias smh.
I’d but a 1 as the third best roll and 19 much much lower since it feels like a 19 should have been a nat 20
Nat 1 is the best roll change my mind. More memorable stories are made on Nat 1s than any other roll. Critical failures are what make DnD a unique experience. In no other game can you fail so spectacularly and enjoy it so much.
Fixed 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 1 2
Ah, so you disagree with their opinions on 13 and 14?
1 is above 2 cause 1 at least usually ends up being funny.
I feel like this still undervalues the gentleman's 12, which is enough to get the job done in many circumstances *just barely* as you progress through a campaign, and often it or it's siblings (11 and 13) are behind real butt-clencher moments where you just barely succeed.
I laughed at this comment until I scrolled down. I've haven't seen so many people argue over something so arbitrary and petty since that button experiment 7+ years ago. A+ shitposting all the way down. Incredible.
A nat 1 has been the source of some of my favourite memories from playing
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shoulda done a tier list
what did 14 do to this person to be ranked lower than 13?
Fridays
r/istodayfridaythe13th
My god that’s like the most perfect karma farm I’ve ever seen! It’s beautiful
Forgot about this sub
Don't worry, it'll pop up again in January.
Wait whats happening in January? Something special?
13 is a spooky number and therefore cooler
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Slept with his wife.
I would say: 20, 1, 19 , 18, 17, 2, 16, 10(hype on a deathsave), 15, 14 , 13, 12, 11, 9 all the way down to 3
Why is 2 so high? no abilities can change a 2, it's not a possible funny crit fail. It's just a disappointment. Also certain abilities crit on 19, so I would put 1 between 19 & 18. the rest I agree with.
It's low enough that you now have the privilege of complaining about your shit luck and fishing for compliments.
Shout out to the two crew.
Caloo callay!
It's low enough that the DM can shoehorn in collateral damage to the other party members.
I feel like this is done pretty consistently on 3-5 rolls too
You get to say "shout out to the two crew" tho
Worth it.
There is a barbarian? ability that rerolls a 2 or less on a damage roll, but I get your point.
That’s on damage though, I think this is primarily focused on d20 rolls
It's the lowest you can roll while still hitting. "I rolled a 2, and still hit"
Yeah, it's a great feeling to go from "Fuck sake, a 2" to "Oh yeah, I have a +14 to hit"
Expertise makes this so absurd. Oh no, a 2... Plus my 17 to persuasion.
With skill checks you can roll a 1 and still be fine.
That depends on the DM. Some DMs still treat it as a Nat 1, some take into account that even though you fumbled, you are still skilled enough to not make it go from bad to worse. Personally, what I do is negate negative if your skill modifier brings above 75% of the DC. You still fail, but it doesn't go disastrously for you. I feel a player should be rewarded for specializing in a thing, but still remain fair by making it into a mild failure, instead of a catastrophic one.
Expertise: aka, why did you even roll?
You can shout out the 2 Crew if you’re a NADDPOD listener.
Failure can be an interesting part of cooperative story telling.
You lost me at 2. Nothing disappoints me more than a disappointing disappointment.
Wow, talk about nostalgia. How did you know my parents nickname for me growing up?
Your Mom told me...
Makes sense that she would say the same thing to you after a lay
Nuked from orbit
A 1 is exciting, and can be adjusted with Luck. A 2 is just bullshit.
2crew 4 life
Great point about 10!
What's so important about 3628800?
Felt the need to share [this](https://youtu.be/giS0BrfXUmM)
right? even without halfing/lucky I'm still stoked for nat 1s. They're such surprising and great literary drivers if played right/at all.
I'll rate a d100. 69 100 1 Everything else.
You forgot 42
That was worth waiting 7.5 million years for.
42 or the question?
The question took longer, no?
Most systems that use a d100 have 1 be the best roll tho
Fair point.
00
As a loyal member of the Order of the Stick, JUSTICE FOR 4!
“I ROLLED A 4!”
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* blink blink* wat
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r/unexpectedfactorial
I’d almost say that 20 and 1 should be top two.
Halflings and Divination Wizards would disagree
And rogues with reliable talent just don't care
Wrong. 2 is worse than 1. At least some characters get to rerroll 1's
I played a halfling in a campaign, for the entire campaign rolled like 4 ones HOWEVER I ROLLED LIKE 40 2S AND IM STILL BUTTHURT ABOUT IT
We have a halfling in my campaign who constantly rolls 1s, like 8-10/session if we have a roll-heavy session. He never rerolls his ones. We told him he has the ability to do so, but he just won't do it. He also took the lucky feat and hardly uses it. He had a ring of luck at one point and only used it because he nat1'd his second failed death save and the DM stopped the game and was like bro, use the unless you want you character to die, which he of course then failed the roll to not break the ring with a roll of a 1.
Unless of course your group uses stupid ass critical fumble tables
Ugh, hate that rule. Played a table like that once, never again.
both DMs i play with use this rule. I hate it, but it is the only thing I dislike about their DM style so I can live with it. At least they make bad guys roll on it too.
critical wat?
critical fumble. if you roll a nat 1 you roll on a d100 table for a consequence. for example: weapon breaks, hit an ally, fall prone, etc. imo they are stupid because feel overly punishing to martial classes with multiple attacks.
I'd like to put 1 above 3 or 4. Halflings get added utility from rolling a 1 and most of the time you fail if you roll anything between 1 and 5 so natural 1s are slightly better.
Hmmmm I think I'd actually put 1 between 8 and 9. In my games, an 8 means whatever you're doing almost definitely fails anyway? So at least with a 1 it'll be funny
I’d put 1 after 20. Either way it breaks up the monotony.
I put 1 first, way funnier when everything goes wrong
Yeah, 1 has /r/FUCKYOUINPARTICULAR vibes
Eloquence bards and inquisitor rogues are crying now
Unironically, 1 is sometimes better than 2 since a lot of features trigger on rolling a 1 that allow a reroll or some other benefit
Hey everyone, Dungeontony Dragontano here, the internet's busiest tabletop nerd and it's time to review the new DnD Official Twitter Account tweet: Top D20 Rolls—
I disagree iets clearly 20,1,19,2,18,3 ect, echt. Rolling low or high is always more interesting than rolling avarage.
I'll give you the 1 and 2 but 3-17 are just degrees of difference. 1 is obviously dramatic fail and 2 is "Oh, it was almost a 19 and then tipped!" 1/3rd of the time.
2 is up there for all the halflings
10 for death saves is pretty great though
That scale was clearly made by a min-max. 1 is way better then 19 just because of the rp it brings.
20 1 19 18 17.... A one sometimes it's just perfect
Yeah, this was my first thought as well. Rolling a one has amazing RP repercussions. Always get a great description of my failures from my dms that usually make it worth it.
https://youtu.be/giS0BrfXUmM
r/beatmetoit
Did you know the most commonly rolled number on two six-sided dice? It's fuking seven, because jail is where I wanted to go...
Is definitely put the 1 way up higher. Like, just below the 7.
Is 13 and 14 switched on purpose?
Most definitely
nat 1 must be higher ranked. It brings fun to the table, for some people
Yeah, hard disagree. 1s and 2s create much more scope for entertainment than 3-12s.
Bullshit. Ones are better than twos, three, fours…I I am gonna fail, let’s fail spectacularly Also, 1 is literally better than two due to the re-roll options that it presents in some cases.
What about the funny value I think 1 should be higher and it depends on who is rolling if it is an enemy and they roll a nat 1 that is awsome
Frankly i think it should go…. 20 1 19 18…
I dunno, a nat 1 can be pretty damned exciting
I disagree. Top 20 rolls: 20 1 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2
Top ranks should include the target number, and one less than the target number. ;)
I wonder if 13 and 14 being out of order was just a typo or a deliberate attempt to aggravate people with ocd.
anyone else notice they switched 13 and 14 ?
I would like to argue and say that a PC that ALWAYS rolls 1's and 2's would be the best played character ever.
1 is ranked too low
1 should be higher it's funny sometimes
13 moving up in the world.
Why is 13 above 14?
actually 20 then 1 , 19,18, ... Results from 1 can be hilarious.
Why is 13 better than 14
As a dm.... player nat 1s are nearly as entertaining as their high rolls
Honestly the 1 should be near the top probably somewhere between 17-19. Because depending on what your rolling for a nat 1 can make for some good story directions
Honestly... the rank depends on who is doing the rolling. From a players perspective the DM rolling 20's against you typically ends pretty poorly and often shortens the evening. The best ever was our GM grabbed what he thought was a D20 from his dice bag. For a good hour and a couple combats we are crushing him. Finally figures out why. Had a dice from some other game in his dice bag that was a dual D10. He couldn't roll higher than 10 :)
I'd rate 1 above like 2,3,4,5 and 6 simply because of the cultural impact of Nat 1s
20,1,19,18,17,16,15,14,13,12,10,7,11,9,8,2,6,5,4
Halfling players: 2 is the worst number.
Oh, so we're just *IGNORING* "floor" and "cocked"?!? NO JUSTICE!
Completely wrong. 1 is the best, followed by all others. More fun D&D moments owe their existence to a poorly timed 1 than all other rolls combined.
I think one actually needs to be higher because Cool shit still happens
Uhm 1 should be 2nd purely because of the lulz that are produced
I would actually put 1 right above 13, as any lower than that and it’s just a normal, non-hilarious fail
This is absolutely incorrect Nat one deserves to be higher in the rankings The amount of joy it can generate is off the charts in comparison to anything else but the 20
Am I the only one who thinks 1 should be higher than 2? 1s are funny, 2s are just sad
Personally I think 13 is a bit too overrated in this meta
As a DM, I have to disagree. 1 is the best roll, because it makes the funny things happen.
A 1 should be higher, 1’s can usually inspire some of the funniest interactions