What is the maximum number of d6 dice that can be used?

By arcana10, in Arkham Horror Second Edition

I'm considering buying some extra d6's, and was wondering how many I should stock up on. (The 5 dice included with the game are never enough, and re-rolling slows things down.)

Has anyone calculated what the maximum number of dice are needed for any one investigator during the course of the game?

Maximum? Go with 25... (theoretically possible by some character such as Marie, but probably never reached by anyone. In my little gaming experience, I never rolled more than 17 dice)

arcana10 said:

I'm considering buying some extra d6's, and was wondering how many I should stock up on. (The 5 dice included with the game are never enough, and re-rolling slows things down.)

Has anyone calculated what the maximum number of dice are needed for any one investigator during the course of the game?

I've always been a-okay with just the base 5, but the "perfect" number depends on if you play by yourself, or with others. Maybe 20 or so would be fine for 4+ people or so. But if you just play by yourself, I don't see why you'd need more than 10. That is, unless you never EVER want to re-roll, I'd go with 20 or so. Unless you find a rare case of Marie having 3 shrivellings, the Fight Skill, and an Alien device. In which case 25 should be enough, because if you're rolling that many die it's against a tough monster who has -3 or so to their combat modifier.

So...anywhere between 10 and 20, or 25 if you wanna go nuts ^_^

I find that to maximize your dice rolling potential, you need to buy a pair of giant foam hands.

Avi_dreader said:

I find that to maximize your dice rolling potential, you need to buy a pair of giant foam hands.

partido_risa.gif

Stick with 12-die packs, sold in most gaming hobby shops and on-line stores. It's really quite rare when the game gives you a chance to need all 12 at once.

I think 10 to 15 dice total would suffice. You don't have to neccesarily buy dice, but you could scrounge them from other board games you have.

Alternatively, you could construct some sort of device that allowed you to attach severed hands to it and use them to roll. I believe if you own the other hands they count as yours when rolling. This would allow you to roll as many dice as you can construct to fit in as many hands as you could aquire. Also, you should make the dice really small so you can roll more of them. I recommend sub-atomic dice. You can check your results with an electron microscope.

Avi_dreader said:

I recommend sub-atomic dice. You can check your results with an electron microscope.

WARNING: INHALATION HAZARD

mi-go hunter said:

Avi_dreader said:

I recommend sub-atomic dice. You can check your results with an electron microscope.

WARNING: INHALATION HAZARD

That's true... Inhalation requires dissection to see the results :'/

Avi_dreader said:

That's true... Inhalation requires dissection to see the results :'/

So.. will the main board supposed to be placed on a dissecting table? Should make the things easier

"Ok, so far I've found 79 dice and...two clues! You're tougher than I realized!"

We got one of the Chessex 36-dice dice blocks (tiny dice, but tiny dice work too). Though actually I got them because of a Story Engine game I'm running where you need lots of d6 too. :-P Anyway, that has worked well, takes up very little space, and cleans up nicely. Because of Story Engine stuff I got two blocks of two different colors, so we'll sometimes get fed up with one dice block disobeying us and banish it and pull out the other. ^_^

Sdrolion said:

We got one of the Chessex 36-dice dice blocks (tiny dice, but tiny dice work too). Though actually I got them because of a Story Engine game I'm running where you need lots of d6 too. :-P Anyway, that has worked well, takes up very little space, and cleans up nicely. Because of Story Engine stuff I got two blocks of two different colors, so we'll sometimes get fed up with one dice block disobeying us and banish it and pull out the other. ^_^

Punishing dice for poor results with banishment - I like it, serves them right!

That's nothing. Avi's dice get scarred. physically AND mentally...

EcnoTheNeato said:

That's nothing. Avi's dice get scarred. physically AND mentally...

I do try my hardest ;'D

OK by my calculations the most dice you will ever need is 370.....seriously. Of course this is based on a totally hypothetical and insane situation in which Joe Diamond has a Dark Pact that allows him to spend power as clues and has managed to get his hands on all 35 power tokens and all 48 clue tokens, got both of the Fight skills and Wrestling, is armed with a molotov cocktail, shrivel, brass knuckles and an alien device, is in the Skull Crackers relationship and has managed to get all 7 allies that give bonuses to fight, THEN he goes up against an unmodified cultist and decides to throw all of this at him.

I'm also pretty sure somewhere I missed some other obscure dice adders that could pump this total up farther.

Veet said:

OK by my calculations the most dice you will ever need is 370.....seriously. Of course this is based on a totally hypothetical and insane situation in which Joe Diamond has a Dark Pact that allows him to spend power as clues and has managed to get his hands on all 35 power tokens and all 48 clue tokens, got both of the Fight skills and Wrestling, is armed with a molotov cocktail, shrivel, brass knuckles and an alien device, is in the Skull Crackers relationship and has managed to get all 7 allies that give bonuses to fight, THEN he goes up against an unmodified cultist and decides to throw all of this at him.

I'm also pretty sure somewhere I missed some other obscure dice adders that could pump this total up farther.

serpent people!
.. or do you only add those when you fail a check?

but you could do it with a fight check against hastur with terror level 0 and sealing the beast's power (+2). isn't there common items to add dice too?

also, having the spell that gives +2 fight per success could possibly get it higher too, couldn't it?

Veet said:

OK by my calculations the most dice you will ever need is 370.....seriously. Of course this is based on a totally hypothetical and insane situation in which Joe Diamond has a Dark Pact that allows him to spend power as clues and has managed to get his hands on all 35 power tokens and all 48 clue tokens, got both of the Fight skills and Wrestling, is armed with a molotov cocktail, shrivel, brass knuckles and an alien device, is in the Skull Crackers relationship and has managed to get all 7 allies that give bonuses to fight, THEN he goes up against an unmodified cultist and decides to throw all of this at him.

I'm also pretty sure somewhere I missed some other obscure dice adders that could pump this total up farther.

Well, since two relationships can be applied to the very same character (being every character tied with two others) he might also be a Friendly Rival of somebody with at least one monster trophies more than himself and thus he's in desperate need to kill that cultist. So, 371.

Ugh.

And as Taurmindo said, you can spend some Serpent people trophies to boost this amount a little more

oh oh oh!

add another three dice for Scales of Thoth.

If we're talking Exhibit Items, don't leave out Chime of Ra for another +6 dice.

www.arkhamhorrorwiki.com/Chime_of_Ra

Oooh, and Inner Beast for +2.

Dam said:

If we're talking Exhibit Items, don't leave out Chime of Ra for another +6 dice.

www.arkhamhorrorwiki.com/Chime_of_Ra

true. or voice of ra. or:

EyeOfLightAndDarkness.png

But do you guys think there is enough space on the board for all these dice to be rolled? I'd say we need to maximize board, table & home to be ready for this

OK updating this: Scratch the molotov cocktail and wither in favor of Spectral Razor (I havent calculated how many successes is possible on this one yet but surely it's more than 6) Add the following cards:

Intervene +3
Friendly Rival +1
Voice of Ra +1
Blessing of Noodens (Fight) +1
Inner Beast +2
Chime of Ra +6
Eye of Light and Dark +5
Scales of Thoth +3

For a total of: 380 + (2S) where S = the number of successes rolled on Spectral Razor

(I would have included the Hastur + Call Ancient One combo but it ony nets you +1 die vs the +3 that Scales of Thoth grant which cannot be used against an Ancient One)

Of course, if instead of saving those clues for the combat check, you spent them all on spectral razor and rolled all successes... gui%C3%B1o.gif