Episode Transcript
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Wylie (00:00):
Hey Blender Squad, this
is Wylie Sloane, your host and
DM.
We're working hard on seasonone right now for you, but in
the meantime, we wanted torelease our first DD 101
episode, Rolling the Dice.
This series is designed toexplain some of the basic
aspects of the D&D game forthose of you who are not as
familiar and hopefully make someof the nerdy jargon in our
(00:20):
podcast a little bit moreunderstandable.
Now we get that this episodemight not be as enjoyable for
those of you who are alreadyavid D&D players.
But before you go, we did wantto let you know that we have
some gift options available forthis holiday season.
Right now, you can purchase aPatreon membership as a gift,
starting at just $5.
This will get your friend orfamily member a one-month
(00:42):
membership.
But we also have annualmemberships available for $60 or
any monthly denomination inbetween that fits your budget.
If you access our Patreon forjust one month, during that time
you'll have complete access toour entire one-shot campaign
ad-free, including ourbehind-the-scenes episodes, all
of our character art and mapsthat accompany it as well.
(01:02):
Plus any other episodes andmember benefits that we release
in that time.
If that interests you, then youcan check out our Patreon link
in this episode's description toeither gift a membership or
sign up for yourself.
We hope you join the squad andbecome a part of the family.
Now, today we're going to betalking about all the different
types of dice that are used in D&D.
(01:23):
If you want a little bit of avisual, you can go to our
Instagram @ Blunderpod, BlunderP-O-D, and we'll be sharing some
images and videos of dice tohelp get you familiar with them
if it's a little bit hard topicture what I'm describing.
Also, I wanted to touch on someD&D vocabulary for you.
I've been saying that I'm DM,and a lot of you might not know
(01:44):
what that stands for.
DM means dungeon master, andthe dungeon master is typically
the one who runs the game,whether you're playing an
already written adventure orwhether you have crafted a
homebrew story that you'resharing with your players
yourself.
We're the ones who tell thestory for our players to
interact with, and we providethe voices of the NPCs or the
background characters, and weprovide guidance on following
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and enforcing the rules.
And then of course we have ourplayer characters or players.
They're the ones who work theirway through the campaign and
they have different charactersheets determining their stats
so that they know what they canadd to their different rolls.
Now, obviously, we've got a lotof dice that we use and we do a
lot of rolling.
So just remember, usuallyhigher rolls are closer to
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success, and the lower rolls arecloser to failure.
It all depends on thedifficulty of what they're
facing, but that's how we findout how successful our players
are.
Now to get started, let's talkabout the D20.
That is the dice that we usethe most, and D means dice, and
20 means the number of sides.
So we might be saying D20, D4,D6, and that's just referring to
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dice 20, dice 4, dice 6, thingslike that.
So our D20 looks pretty round.
It's kind of like a moregeometric ball, and it obviously
has 20 sides.
So if you're rolling it around,look for that 20 and you'll
know you have the right one.
And this is used for all of ourmain checks, initiative and
attacks.
So as a player is working theirway through the world, the DM
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will ask them to make differentchecks based on what they want
to do.
A player might decide that theywant to arm wrestle an orc in
the tavern.
And so the DM might ask them tomake an athletics check.
The player would roll theird20, like I'm gonna roll right
now, and I got a 10.
Depending on what my charactersheet says, I might get to add a
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plus two to that if I havestrong athletics.
So making that athletics check,I rolled a 12.
And depending on what thedifficulty is, or perhaps what
the orc rolls, it mightdetermine if I'm going to be
successful or if I'm going tolose this arm wrestling match.
Now another thing we use theD20 for is initiative.
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When the DM says let's roll forinitiative, that means that
we're going into turn-basedcombat.
Typically, when you're playingD&D, it's open world, very
sandboxy.
Players can choose their ownadventure and decide who they're
going to talk to when.
And we don't typically sit inturn order unless everyone's
starting to want to do somethingat once, and we might shift to
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initiative at that point.
But typically, when a DM saysroll for initiative, that means
that we're rolling to get intocombat.
And initiative means the turnorder.
So if you roll a higherinitiative, you're going to get
to go first.
And if you roll a laterinitiative or a lower number,
you're going to go later on thelist, and your turn will be
further down the list.
So the DM will roll for all thebaddies or opponents that
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they've brought out, and theplayers will roll for themselves
to determine who's going when.
So depending on how high theyroll and what the armor class is
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of that opponent, willdetermine if they're actually
able to hit them.
Once they hit that opponent,then will determine how much
damage they do.
But first they have to roll tohit.
Now you will hear players getreally excited when they roll
what's called a natural 20.
That's when you roll a 20 onthe dice.
Sometimes in D&D you can get anunnatural 20 or a dirty 20, as
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we like to call it, by rolling alower number on the dice and
then having an additional bonusin your stat block that results
in a final total of a dirty 20.
So perhaps you roll an 18 onthe dice and you have a plus two
on your stat block, and thatwill allow you to have a dirty
20.
It's still good, but a natural20 typically indicates an
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automatic success or a criticalsuccess.
Even if you happen to have anegative stat, like a minus two,
that will mean that you willstill succeed if you rolled that
natural 20.
It kind of overrides even ifyou don't quite make the
passing, passing check.
Usually if it's an attack roll,a DM will allow you some extra
bonuses on your damage die.
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So they might allow you to rolldouble your damage dice, or
they might just allow yourdamage dice to be maxed out,
which means that if you wereallowed to roll a D12, they'd
say, okay, you justautomatically get a 12 for that.
But exactly what bonuses areallowed are usually house rules
that vary depending on the DM'spreferences and what they've
decided together with you as theplayers.
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Now conversely, you can alsoroll a natural one.
And a natural one is when youroll a one on that D20 dice.
And it usually means automaticfailure.
Even if you have stats toincrease the roll, it's
considered a critical failureand will sometimes have
potentially exceptionally badconsequences.
So instead of just missing yourtarget, you might accidentally
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injure yourself or hurt ateammate as well.
Now, one of the last thingsthat I'm gonna touch on for the
D20 today is death savingthrows.
So death saving throws occurwhen a player has had their hit
points brought all the way downto zero.
Hit points or health pointsmight be an easier way to
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understand it, is the amount ofhealth that you have.
And every time you take damage,you're gonna be losing those
health points.
So if a player is brought downto zero health points, they fall
unconscious.
And every round of combat ontheir turn, every time their
name comes up in initiativeorder, they have to roll a d20.
And this d20 does not getanything added to it, it's just
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a straight roll.
If they roll a 10 or higher,that's considered a successful
death saving throw.
If they roll a 9 or lower, it'sconsidered a failure.
The goal is to roll three tensor higher, three successes,
before you roll three nines orlower or three failures.
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And once you get to threesuccesses, then you are
stabilized and you will remainunconscious.
Or if you roll three failures,then you are permanently dead.
And your teammates will hacan't just heal you, they'll
have to use a bigger spell torevive you, such as a
resurrection spell or somethinglike that.
When you're rolling those deathsave throws, a natural one
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constitutes as two failures.
So that can be pretty serious,especially if it's taking your
teammates a long time to comeclose to you and potentially
heal you.
But the good thing is if youroll a NAT 20, typically that
means that you regainconsciousness with a single hit
point on your health savingthrows.
So that can be really good andbring you back up into battle or
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at least give you theopportunity to get out of
danger.
So that was a lot about theD20.
Like I said, it's the dice thatwe use the most.
So now we're gonna talk aboutour D12.
The D12 dice is the one thatkind of looks like a more
geometric soccer ball, and itobviously has 12 sides.
It's usually used as damagedice.
So for the most powerfulweapons, like perhaps a great
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axe or a lance, you're gonna beable to roll that D12 dice when
you hit an opponent.
And depending on what you rollon that d12, will be the damage
that you do.
Additionally, some spells usethe D12 for their damage, like
the poison poison spray cantripor the witchbolt spell.
Those both use D12s tocalculate the amount of damage
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that they do.
Next up is the D10.
This one I think kind of lookslike an alien spaceship.
It's a little bit like twopyramids that have been stuck
together bottom to bottom, butit's round around the edges.
And one tricky thing about theD10 is that in the 10s place, it
just says zero, which can be alittle bit confusing when you're
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getting used to your dice.
It might look like a D8 to youbecause the eight's right next
to it, usually, but the zeromeans 10 on the D10.
And so this is usually used fordamage for also some pretty
strong weapons, like a heavycrossbow.
It's also used for some of theversatile weapons like a long
sword or a battle axe.
You can do a 1D10 damage withthose weapons when you wield
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them with both hands.
Similarly, the firebolt cantripuses it and the moonbeam spell.
So those are just some examplesof spells that calculate their
damage with the D10.
Next up is the D8.
This one definitely looks liketwo pyramids that were stuck
bottom to bottom.
And this is also typically usedfor damage, like we talked
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about for weapons like therapier, but it's also used in
healing spells.
So if you cast a healing spelllike Cure Wounds, that actually
allows you to roll two D8 todetermine how much you heal your
character or player that you'rehealing.
Next up is the D6.
This dice looks the most like atypical dice.
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It is very similar to thetypical cubed dice that you
would see, except they usuallyuse dots to indicate the
numbers, and the DD dice usuallyjust have the numbers printed
on the various sides.
So it's a nice cubesquare-shaped dice with six
sides.
And DMs like to use this onebecause it's used again for
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weapons and healing, but it'salso used to calculate fall
damage.
The formula for calculatingfall damage is one d6
bludgeoning damage for every 10feet that a character falls.
So, for example, if a charactercall climbs up on a one-story
building and falls off, the DMwill roll one d6 to figure out
how much fall damage they takefor falling.
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The maximum amount a player cantake is up to 20 d6.
So if your character is up inthe sky on an airship and
manages to fall off, the DM'sgoing to be picking up a lot of
d6 to get ready and roll and seehow much damage that character
takes.
Alright, the next dice is ourtiniest one.
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This is the D4.
It is usually used for lowdamage weapons.
It looks like a little tinypyramid, and this is definitely
the dice I would least like tostep on.
I have a metal set of dice hereright now, and my D4 is quite
sharp.
I think it would be worse thanstepping on a Lego.
So keep those safe.
And so it looks similar to theD8.
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If you took two D4s and stuckthem together, they'd look a lot
like the D8, but it's just alittle tiny pyramid here.
So it can be used for weaponslike daggers and also magic
missile.
Now, finally, we're gettinginto the D100.
This one gets a littlecomplicated, even for people
who've been playing DD for quitea long time.
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The D100 is shaped exactly likethe D10, but instead of having
regular numbers, single-digitnumbers on it, such as four and
seven, the D100 has 70 and 40.
These are also sometimes calledpercentile dice.
And so the way that you usethem is if you're trying to roll
the D100, obviously it doesn'thave a hundred sides, so you
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roll your D100 to determine thetens place of your number.
So I just rolled my D100 and Irolled an 80 on it, and then you
roll your D10 to determine theones place.
So my D10 rolled a 5.
So I rolled the number 80 on myD100 and 5 on my 5 on my D10
for a total of 85.
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So that's how you use thosedice.
D100 are most often used forencounter tables.
So encounter tables are usedwhen you have a situation and
there's multiple differentoutcomes that could happen.
For example, in our one shot,we used it for arcanium
sickness.
So I had my players roll.
First they rolled aconstitution saving throw, and
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then they also rolled a D100 andsent me that number.
If they failed theirconstitution saving throw, I'd
look at the chart that I hadcreated and identify: okay, you
rolled a 68, okay, this is thecondition that your arcanium
sickness is gonna impose on you.
And so that's how we ended upwith Gordon eating a lot of
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jelly, uh, representing theskillets, and um even farting
and blaming it on the otherplayers.
Um, those were all conditionsof his arcanium sickness that
came from my arcanium sicknesstable.
And that was the result of hisD100 rolls.
Okay, was that enough math foryou guys today?
I know it can be a little bithard to follow along in your
(14:52):
mind.
I'm not one for mental math, soD&D has definitely been
challenging to me.
But if you want more about therules and the ways to play the
game, I would recommend checkingout DnD Beyond.com.
It's a great website forbeginners and experienced
players as well.
You can also pick up a player'shandbook at your local
bookstore or game store.
(15:13):
The Dungeon Master's Guide isalso great, or the Monster
Manual, but the Player'sHandbook is definitely the place
to start, or checking out someDD websites, particularly like
DnD Beyond, which is theofficially licensed site of the
game, so that you have moreinformation about how to play by
all the rules.
Well, thanks for stickingaround, and hopefully, this is
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helpful for those of you who arenot as familiar with DnD.
Hopefully, it makes it a littlebit more clear now.
And hopefully, we'll haveanother episode out for you
soon.
Thanks for sticking around.
Bye.