Hey, I just got an idea!
There is more than one pair of cursed dice on Vassal! They're breeding!
Seriously, though, I'm getting tired of the Vassal dice...in almost every game for
weeks, I've been getting horrible rolls at insane rates. I can't blame my losses only on dice, but they do account for some of it. Here's what I mean:
This game is played by percentages; a player expects that a +14 will hit a 20 defense more than 50% of the time (75% to be precise)...but not on Vassal. I don't know how many times I (or my opponents) have lost a game because of incredibly poor dice at inopportune times. A triple attack at +14 with rolls of 1 (fprr of 1), 3, and 4; three different WFF charges in one round with rolls of 4, 2, and 1. Two characters with double attack rolling above 10 only
once between the two of them. These are all examples from my games
today only. I saw a player miss six blocks in a row, out of six attempts.
We can all expect to have bad misses at crucial times, because it's part of the game...but when those bad misses occur with much-greater-than-average frequency, the game grows stale rather quickly. It is very hard to play strategically when you have such distorted percentages.
Rimeeri and I just finished a 200pt game that displayed the worst dice I have
ever seen...for
both of us! Neither of us could count on any type of percentages; the game became a crap-shoot (vegas-style).
"Need a 6 to hit? Count on a miss!" It was still an exciting game with some good play by both of us, but it was extremely frustrating to play.
Strategy takes a back-seat to Vassal dice.
Dice are a part of the game, but it's no fun when they entirely skew the outcome of the game. If I wanted to play a crazy-dice-fest, I'd go back to playing the original Risk.
I've been on both the winning end (my Luke HoY critting 4x in one game) and losing end (I don't even know where to start) of the vassal dice numerous times, and it's less-than-fun no matter where you end up. Maybe zaps and flamethrowers are the only way to go....