Siege engines, catastrophic magic, or massive falls can sometimes require rolling a very large number of d10s at once (10d10, 20d10, or more) for damage or soak. Counting out and rolling so many dice can slow down the game. As an optional rule to speed up play while maintaining statistical averages and potential range, groups may use the following method for any single roll involving 10d10 or more:
The Method
- Count Dice: Determine the total number of d10s required (e.g., 12d10, 20d10).
- Group by Fives: For every full group of 5d10 within that total, set aside just 1d10 to be rolled.
- Note Leftovers: Note how many d10s remain after grouping by fives (0 to 4 leftover dice).
- Roll & Multiply: Roll the set-aside d10s (one for each group of five) and sum their results. Multiply this sum by 5.
- Add Leftovers: Roll any leftover d10s normally and add their sum to the multiplied result from Step 4.
- Final Result: This final number is the result for the entire large dice pool.
Examples
- Rolling 10d10: This is two groups of 5d10. Roll 2d10, sum the result, and multiply by 5. (e.g., a roll of 4 + 7 = 11. Result is 11 * 5 = 55).
- Rolling 20d10: This is four groups of 5d10. Roll 4d10, sum the result, and multiply by 5. (e.g., a roll of 3 + 8 + 5 + 6 = 22. Result is 22 * 5 = 110).
- Rolling 12d10: This is two groups of 5d10 (you’ll roll 2d10 and multiply their sum by 5), with 2d10 leftover.
- Roll the 2d10 for the groups: e.g., 6 + 2 = 8. Multiply by 5 to get 40.
- Roll the 2d10 leftovers normally: e.g., 3 + 9 = 12.
- Add this to the multiplied result: 40 + 12 = 52. The final result is 52.
This method significantly reduces the number of dice physically rolled while keeping the mathematical average and the potential minimum/maximum results consistent with rolling every die individually.
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File Created: 05/06/2025 Last Modified: 05/06/2025