I prefer to let players handle all their own dice because the lesser godlings of polyhedral random number generation have it out for me and I'd rather not generate a TPK whilst trying to be helpful.<br/><br/>There was this time when my tabletop group were first playing 4e, and I was having my usual run of luck.  Which is to say, lousy.  (There's a reason my Fighters always, always, always take Reaping Strike, m'kay?)  Finally our exasperated DM looks across the table at me and says "I see you have your usual four sets of dice.  Pick up all your d20.  Only give me the high roll.  I don't see the others."<br/><br/>"Okay," says I, "and thanks!"<br/><br/>Didn't get anything higher than an 8 for the next five rounds.  ('Course, the turn I decide to just go back to one die, I got a critical...)<br/><br/>Anyway.   :-)  roll your own, please.  Edit 'em into your post as<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">die roll goes here</div></div>stuff if you want.<br/><br/>ETA: Just to warn you all, my standard question at the end of every chessmove is 'what do you do?'.<br/><br/>And in standard parlance, to do it, do it.  And if you do it, you do it.  (Er...to take advantage of a Skill or Basic Move, you have to establish it in the fiction.  And if you establish something in-fiction that triggers a Skill or Move?  Then we have to resolve the mechanics.)  Clear as sludge?<br/><br/>In this particular case, Diane is quite likely to trigger either<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Open Fire</div><div class="spoiler_body">When you engage enemy forces in long ranged, cover-to-cover<br/>firefights, describe your tactics, primary targets and Roll+Mettle.<br/>On a 10+, you win this engagement. Your targets are dead, injured, incapacitated, retreating, pinned, surrendering, etc.<br/>On a 7-9, as above, but the GM will choose 1 or more of the following consequences:<br/>• You suffer harm during the exchange.<br/>• The exchange causes undesirable collateral damage.<br/>• The battle shifts, changing threats or adding new ones.<br/>• The targets actually suffer a lesser fate (GM chooses).</div></div>or<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Face Adversity</div><div class="spoiler_body">When you overcome opposition or danger, roll +Stat. On a 10+ you overcome the opposition or danger, just as you described. On a 7-9, the danger is overcome, but at a price; the GM will offer you a cost or a hard choice.</div></div>here...