How can the DM most effectively choose 1 out of an odd number of players to be targeted by an attack or effect?How can I let players make more choices during combat?Diceless Pathfinder Combat MechanicWhy do Ability Score method names imply difficulty inversely?How can I make combat more tactically interesting for me as a DM?One player likes faster-paced games, but the rest enjoy smelling the rosesHow to encourage players to state approach and goal, rather than asking for skill checks?How can I give players more choice in determining their skills?How do I get an idea of the number of rounds encounters are expected to take?How to stop players from making the game X-ratedHow can a GM challenge players with high stats?

XeLaTeX and pdfLaTeX ignore hyphenation

Why are 150k or 200k jobs considered good when there are 300k+ births a month?

When blogging recipes, how can I support both readers who want the narrative/journey and ones who want the printer-friendly recipe?

How to report a triplet of septets in NMR tabulation?

Extreme, but not acceptable situation and I can't start the work tomorrow morning

I’m planning on buying a laser printer but concerned about the life cycle of toner in the machine

The use of multiple foreign keys on same column in SQL Server

Japan - Plan around max visa duration

I probably found a bug with the sudo apt install function

Why is this code 6.5x slower with optimizations enabled?

How old can references or sources in a thesis be?

Why CLRS example on residual networks does not follows its formula?

N.B. ligature in Latex

How is it possible for user's password to be changed after storage was encrypted? (on OS X, Android)

What would the Romans have called "sorcery"?

Is Social Media Science Fiction?

How do you conduct xenoanthropology after first contact?

If Manufacturer spice model and Datasheet give different values which should I use?

A function which translates a sentence to title-case

How can bays and straits be determined in a procedurally generated map?

Can I make popcorn with any corn?

Email Account under attack (really) - anything I can do?

Set-theoretical foundations of Mathematics with only bounded quantifiers

Is there a familial term for apples and pears?



How can the DM most effectively choose 1 out of an odd number of players to be targeted by an attack or effect?


How can I let players make more choices during combat?Diceless Pathfinder Combat MechanicWhy do Ability Score method names imply difficulty inversely?How can I make combat more tactically interesting for me as a DM?One player likes faster-paced games, but the rest enjoy smelling the rosesHow to encourage players to state approach and goal, rather than asking for skill checks?How can I give players more choice in determining their skills?How do I get an idea of the number of rounds encounters are expected to take?How to stop players from making the game X-ratedHow can a GM challenge players with high stats?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








3












$begingroup$


When DMing and randomly determining a character to take damage or an effect, it's easy to roll a die if you have an even number of players. But what about if you have an odd number of players?



What is the most effective method for randomly choosing 1 out of an odd number of players? (where each player's probability of getting chosen is equal or very close to equal)










share|improve this question











$endgroup$











  • $begingroup$
    How many players do you have?
    $endgroup$
    – KorvinStarmast
    9 hours ago






  • 2




    $begingroup$
    As it stands this question is just asking for an open-ended list or poll of methods that people use without any way to judge any that are better or worse. Can you add some guidelines that you are looking for so that the question can fit the format better?
    $endgroup$
    – Rubiksmoose
    8 hours ago










  • $begingroup$
    (I made an edit that tries to steer it further away from just asking for an unbound list, but I think further revisions may need to be made.)
    $endgroup$
    – Rubiksmoose
    8 hours ago

















3












$begingroup$


When DMing and randomly determining a character to take damage or an effect, it's easy to roll a die if you have an even number of players. But what about if you have an odd number of players?



What is the most effective method for randomly choosing 1 out of an odd number of players? (where each player's probability of getting chosen is equal or very close to equal)










share|improve this question











$endgroup$











  • $begingroup$
    How many players do you have?
    $endgroup$
    – KorvinStarmast
    9 hours ago






  • 2




    $begingroup$
    As it stands this question is just asking for an open-ended list or poll of methods that people use without any way to judge any that are better or worse. Can you add some guidelines that you are looking for so that the question can fit the format better?
    $endgroup$
    – Rubiksmoose
    8 hours ago










  • $begingroup$
    (I made an edit that tries to steer it further away from just asking for an unbound list, but I think further revisions may need to be made.)
    $endgroup$
    – Rubiksmoose
    8 hours ago













3












3








3





$begingroup$


When DMing and randomly determining a character to take damage or an effect, it's easy to roll a die if you have an even number of players. But what about if you have an odd number of players?



What is the most effective method for randomly choosing 1 out of an odd number of players? (where each player's probability of getting chosen is equal or very close to equal)










share|improve this question











$endgroup$




When DMing and randomly determining a character to take damage or an effect, it's easy to roll a die if you have an even number of players. But what about if you have an odd number of players?



What is the most effective method for randomly choosing 1 out of an odd number of players? (where each player's probability of getting chosen is equal or very close to equal)







gm-techniques dungeons-and-dragons






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 5 hours ago









V2Blast

26.2k590160




26.2k590160










asked 9 hours ago









Andrew FranklinAndrew Franklin

4222414




4222414











  • $begingroup$
    How many players do you have?
    $endgroup$
    – KorvinStarmast
    9 hours ago






  • 2




    $begingroup$
    As it stands this question is just asking for an open-ended list or poll of methods that people use without any way to judge any that are better or worse. Can you add some guidelines that you are looking for so that the question can fit the format better?
    $endgroup$
    – Rubiksmoose
    8 hours ago










  • $begingroup$
    (I made an edit that tries to steer it further away from just asking for an unbound list, but I think further revisions may need to be made.)
    $endgroup$
    – Rubiksmoose
    8 hours ago
















  • $begingroup$
    How many players do you have?
    $endgroup$
    – KorvinStarmast
    9 hours ago






  • 2




    $begingroup$
    As it stands this question is just asking for an open-ended list or poll of methods that people use without any way to judge any that are better or worse. Can you add some guidelines that you are looking for so that the question can fit the format better?
    $endgroup$
    – Rubiksmoose
    8 hours ago










  • $begingroup$
    (I made an edit that tries to steer it further away from just asking for an unbound list, but I think further revisions may need to be made.)
    $endgroup$
    – Rubiksmoose
    8 hours ago















$begingroup$
How many players do you have?
$endgroup$
– KorvinStarmast
9 hours ago




$begingroup$
How many players do you have?
$endgroup$
– KorvinStarmast
9 hours ago




2




2




$begingroup$
As it stands this question is just asking for an open-ended list or poll of methods that people use without any way to judge any that are better or worse. Can you add some guidelines that you are looking for so that the question can fit the format better?
$endgroup$
– Rubiksmoose
8 hours ago




$begingroup$
As it stands this question is just asking for an open-ended list or poll of methods that people use without any way to judge any that are better or worse. Can you add some guidelines that you are looking for so that the question can fit the format better?
$endgroup$
– Rubiksmoose
8 hours ago












$begingroup$
(I made an edit that tries to steer it further away from just asking for an unbound list, but I think further revisions may need to be made.)
$endgroup$
– Rubiksmoose
8 hours ago




$begingroup$
(I made an edit that tries to steer it further away from just asking for an unbound list, but I think further revisions may need to be made.)
$endgroup$
– Rubiksmoose
8 hours ago










3 Answers
3






active

oldest

votes


















11












$begingroup$

Dice work just fine for the most common numbers of players



I work with probabilities a lot. Dice allow you to represent many common probabilities, but when you want to roll to pick from options, I've discovered the following "law": it stops making sense to people when you have to roll more than a single die at once. Luckily, the most common numbers of players can be chosen from using just a single die roll, or a single die roll that occasionally gets re-rolled when its result is invalid.



If you have a single player, no need to roll.



If you have three players, a d6 will do --- one player gets results 1-2, another 3-4 and the third one 5-6.



Five players, roll a d10. One player gets 1-2, the next 3-4, then 5-6, then 7-8, and the final one 9-10.



There is just a bit of math behind these two options: they work neatly because three and five are factors of six and ten, respectively. That means we can "partition" each dice's possible outcomes into that many equally probable sets, similar to how we can use "odd" and "even" to select from two options using a d6.



Seven players is the first tricky one because it's the least prime number that's not a factor of any of the common die sizes of 4, 6, 8, 10, 12 or 20. This means you cannot resolve a choice between seven players with any bounded number of these die rolls with complete fairness. You can, however, use a d8 with numbers 1-7 corresponding to each of the players and 8 indicating a reroll. The chances of having to roll the die impractically many times for a single decision are minimal.



Nine players or eleven players, similar to seven except use a d10 or d12, respectively. Since nine is divisible by three, you can also use two rolls of a d6: first divide the player into three groups of three, let the first roll decide which group you pick and the second roll which particular player from that group. The d10 method is simpler, though.



You can of course use arbitrarily large dice to cover any amount of players using the "reroll if too high" strategy, but it can get unwieldy for larger numbers.



Drawing from a deck of cards works for many sizes of groups



Using a deck of cards provides a simple solution for groups small and large, without having to remember any complex roll rules. Have each player draw a card from a standard deck of 52 cards. The player who gets the highest card (or lowest, if you prefer) is chosen. Remember to have a set convention on the ordering used (aces high or low and precedence of suits).



There's 52 cards in a normal French-style deck of cards, and each is unique, so you can choose a random player with everyone drawing a single card for groups up to 52 players. That's probably more than enough.



Draw from a bag



Yet another classic method: have each player write their name on a slip of paper. Put them in a box or bag, and resolve the decision by drawing one without looking. My experience is that this is quite awkward especially when table space is limited --- I appreciate the other methods' compactness. However, this method works quite well regardless of the size of the game, assuming you have a big enough box for the name slips and shuffle it well.



Random number list, if you want to keep it secret



If you know the amount of players you'll have in advance, you can create a list of random numbers and bring that to the game with you. When consulting the list, cross over the topmost number on it and select the player based on that number.



This solution is, for most games, over-engineered, but it has an advantage in that unlike die rolls and draws from the deck of cards, it is very subtle and allows invoking the randomness without signaling it to your players. My experience has been, though, that it's best to let the players know when you're actually choosing one of them at random in most cases --- otherwise, they can assume the choice is you being arbitrary.






share|improve this answer











$endgroup$








  • 1




    $begingroup$
    It's good DM practice to every now and then roll a die or two, or have a player roll a die, make a show of consulting something on your side of the DM screen, and then continuing play as if nothing had happened, and give absolutely no explanation of what's going on.
    $endgroup$
    – EvilSnack
    1 hour ago


















8












$begingroup$

If you have 5 players, roll a d6. If you get a 6, re-roll until you get a number other than 6. And so on, for other odd numbers. Yes, this is completely fair, if the die you're rolling is a fair die.






share|improve this answer









$endgroup$








  • 1




    $begingroup$
    You can also form5 players roll a d10 assigning 1-2 to one player, 3-4 to another and so on until all five have a number range that's theirs.
    $endgroup$
    – Sarriesfan
    9 hours ago


















5












$begingroup$

How I have done this over the years:



It makes for even probabilities.



  1. For three players: roll 1d6, divide result by 2, round up.


  2. For five players: roll 1d10, divide result by 2, round up


  3. For seven players: roll 1d8, re roll any 8.



  4. For nine players: Roll 2d6 of different colors. (Let's say red and
    green, since that is what my bag is filled with)



    • Green die indicates which range of three: 1 or 2 =1-3, 3 or 4 = 4-6, 5 or 6 = 7-9.

    • You now have a "three players" situation

    • Red die indicates who in that group is chosen by using the "for three players" above.


  5. For 11 players; roll a d12, re roll 12's.


It's really fast and intuitive once you start doing this (it's easy to do the comparison in your head). It takes longer to describe it than to do it.






share|improve this answer









$endgroup$













    Your Answer





    StackExchange.ifUsing("editor", function ()
    return StackExchange.using("mathjaxEditing", function ()
    StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix)
    StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
    );
    );
    , "mathjax-editing");

    StackExchange.ready(function()
    var channelOptions =
    tags: "".split(" "),
    id: "122"
    ;
    initTagRenderer("".split(" "), "".split(" "), channelOptions);

    StackExchange.using("externalEditor", function()
    // Have to fire editor after snippets, if snippets enabled
    if (StackExchange.settings.snippets.snippetsEnabled)
    StackExchange.using("snippets", function()
    createEditor();
    );

    else
    createEditor();

    );

    function createEditor()
    StackExchange.prepareEditor(
    heartbeatType: 'answer',
    autoActivateHeartbeat: false,
    convertImagesToLinks: false,
    noModals: true,
    showLowRepImageUploadWarning: true,
    reputationToPostImages: null,
    bindNavPrevention: true,
    postfix: "",
    imageUploader:
    brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
    contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
    allowUrls: true
    ,
    noCode: true, onDemand: true,
    discardSelector: ".discard-answer"
    ,immediatelyShowMarkdownHelp:true
    );



    );













    draft saved

    draft discarded


















    StackExchange.ready(
    function ()
    StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f144731%2fhow-can-the-dm-most-effectively-choose-1-out-of-an-odd-number-of-players-to-be-t%23new-answer', 'question_page');

    );

    Post as a guest















    Required, but never shown

























    3 Answers
    3






    active

    oldest

    votes








    3 Answers
    3






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

    votes









    11












    $begingroup$

    Dice work just fine for the most common numbers of players



    I work with probabilities a lot. Dice allow you to represent many common probabilities, but when you want to roll to pick from options, I've discovered the following "law": it stops making sense to people when you have to roll more than a single die at once. Luckily, the most common numbers of players can be chosen from using just a single die roll, or a single die roll that occasionally gets re-rolled when its result is invalid.



    If you have a single player, no need to roll.



    If you have three players, a d6 will do --- one player gets results 1-2, another 3-4 and the third one 5-6.



    Five players, roll a d10. One player gets 1-2, the next 3-4, then 5-6, then 7-8, and the final one 9-10.



    There is just a bit of math behind these two options: they work neatly because three and five are factors of six and ten, respectively. That means we can "partition" each dice's possible outcomes into that many equally probable sets, similar to how we can use "odd" and "even" to select from two options using a d6.



    Seven players is the first tricky one because it's the least prime number that's not a factor of any of the common die sizes of 4, 6, 8, 10, 12 or 20. This means you cannot resolve a choice between seven players with any bounded number of these die rolls with complete fairness. You can, however, use a d8 with numbers 1-7 corresponding to each of the players and 8 indicating a reroll. The chances of having to roll the die impractically many times for a single decision are minimal.



    Nine players or eleven players, similar to seven except use a d10 or d12, respectively. Since nine is divisible by three, you can also use two rolls of a d6: first divide the player into three groups of three, let the first roll decide which group you pick and the second roll which particular player from that group. The d10 method is simpler, though.



    You can of course use arbitrarily large dice to cover any amount of players using the "reroll if too high" strategy, but it can get unwieldy for larger numbers.



    Drawing from a deck of cards works for many sizes of groups



    Using a deck of cards provides a simple solution for groups small and large, without having to remember any complex roll rules. Have each player draw a card from a standard deck of 52 cards. The player who gets the highest card (or lowest, if you prefer) is chosen. Remember to have a set convention on the ordering used (aces high or low and precedence of suits).



    There's 52 cards in a normal French-style deck of cards, and each is unique, so you can choose a random player with everyone drawing a single card for groups up to 52 players. That's probably more than enough.



    Draw from a bag



    Yet another classic method: have each player write their name on a slip of paper. Put them in a box or bag, and resolve the decision by drawing one without looking. My experience is that this is quite awkward especially when table space is limited --- I appreciate the other methods' compactness. However, this method works quite well regardless of the size of the game, assuming you have a big enough box for the name slips and shuffle it well.



    Random number list, if you want to keep it secret



    If you know the amount of players you'll have in advance, you can create a list of random numbers and bring that to the game with you. When consulting the list, cross over the topmost number on it and select the player based on that number.



    This solution is, for most games, over-engineered, but it has an advantage in that unlike die rolls and draws from the deck of cards, it is very subtle and allows invoking the randomness without signaling it to your players. My experience has been, though, that it's best to let the players know when you're actually choosing one of them at random in most cases --- otherwise, they can assume the choice is you being arbitrary.






    share|improve this answer











    $endgroup$








    • 1




      $begingroup$
      It's good DM practice to every now and then roll a die or two, or have a player roll a die, make a show of consulting something on your side of the DM screen, and then continuing play as if nothing had happened, and give absolutely no explanation of what's going on.
      $endgroup$
      – EvilSnack
      1 hour ago















    11












    $begingroup$

    Dice work just fine for the most common numbers of players



    I work with probabilities a lot. Dice allow you to represent many common probabilities, but when you want to roll to pick from options, I've discovered the following "law": it stops making sense to people when you have to roll more than a single die at once. Luckily, the most common numbers of players can be chosen from using just a single die roll, or a single die roll that occasionally gets re-rolled when its result is invalid.



    If you have a single player, no need to roll.



    If you have three players, a d6 will do --- one player gets results 1-2, another 3-4 and the third one 5-6.



    Five players, roll a d10. One player gets 1-2, the next 3-4, then 5-6, then 7-8, and the final one 9-10.



    There is just a bit of math behind these two options: they work neatly because three and five are factors of six and ten, respectively. That means we can "partition" each dice's possible outcomes into that many equally probable sets, similar to how we can use "odd" and "even" to select from two options using a d6.



    Seven players is the first tricky one because it's the least prime number that's not a factor of any of the common die sizes of 4, 6, 8, 10, 12 or 20. This means you cannot resolve a choice between seven players with any bounded number of these die rolls with complete fairness. You can, however, use a d8 with numbers 1-7 corresponding to each of the players and 8 indicating a reroll. The chances of having to roll the die impractically many times for a single decision are minimal.



    Nine players or eleven players, similar to seven except use a d10 or d12, respectively. Since nine is divisible by three, you can also use two rolls of a d6: first divide the player into three groups of three, let the first roll decide which group you pick and the second roll which particular player from that group. The d10 method is simpler, though.



    You can of course use arbitrarily large dice to cover any amount of players using the "reroll if too high" strategy, but it can get unwieldy for larger numbers.



    Drawing from a deck of cards works for many sizes of groups



    Using a deck of cards provides a simple solution for groups small and large, without having to remember any complex roll rules. Have each player draw a card from a standard deck of 52 cards. The player who gets the highest card (or lowest, if you prefer) is chosen. Remember to have a set convention on the ordering used (aces high or low and precedence of suits).



    There's 52 cards in a normal French-style deck of cards, and each is unique, so you can choose a random player with everyone drawing a single card for groups up to 52 players. That's probably more than enough.



    Draw from a bag



    Yet another classic method: have each player write their name on a slip of paper. Put them in a box or bag, and resolve the decision by drawing one without looking. My experience is that this is quite awkward especially when table space is limited --- I appreciate the other methods' compactness. However, this method works quite well regardless of the size of the game, assuming you have a big enough box for the name slips and shuffle it well.



    Random number list, if you want to keep it secret



    If you know the amount of players you'll have in advance, you can create a list of random numbers and bring that to the game with you. When consulting the list, cross over the topmost number on it and select the player based on that number.



    This solution is, for most games, over-engineered, but it has an advantage in that unlike die rolls and draws from the deck of cards, it is very subtle and allows invoking the randomness without signaling it to your players. My experience has been, though, that it's best to let the players know when you're actually choosing one of them at random in most cases --- otherwise, they can assume the choice is you being arbitrary.






    share|improve this answer











    $endgroup$








    • 1




      $begingroup$
      It's good DM practice to every now and then roll a die or two, or have a player roll a die, make a show of consulting something on your side of the DM screen, and then continuing play as if nothing had happened, and give absolutely no explanation of what's going on.
      $endgroup$
      – EvilSnack
      1 hour ago













    11












    11








    11





    $begingroup$

    Dice work just fine for the most common numbers of players



    I work with probabilities a lot. Dice allow you to represent many common probabilities, but when you want to roll to pick from options, I've discovered the following "law": it stops making sense to people when you have to roll more than a single die at once. Luckily, the most common numbers of players can be chosen from using just a single die roll, or a single die roll that occasionally gets re-rolled when its result is invalid.



    If you have a single player, no need to roll.



    If you have three players, a d6 will do --- one player gets results 1-2, another 3-4 and the third one 5-6.



    Five players, roll a d10. One player gets 1-2, the next 3-4, then 5-6, then 7-8, and the final one 9-10.



    There is just a bit of math behind these two options: they work neatly because three and five are factors of six and ten, respectively. That means we can "partition" each dice's possible outcomes into that many equally probable sets, similar to how we can use "odd" and "even" to select from two options using a d6.



    Seven players is the first tricky one because it's the least prime number that's not a factor of any of the common die sizes of 4, 6, 8, 10, 12 or 20. This means you cannot resolve a choice between seven players with any bounded number of these die rolls with complete fairness. You can, however, use a d8 with numbers 1-7 corresponding to each of the players and 8 indicating a reroll. The chances of having to roll the die impractically many times for a single decision are minimal.



    Nine players or eleven players, similar to seven except use a d10 or d12, respectively. Since nine is divisible by three, you can also use two rolls of a d6: first divide the player into three groups of three, let the first roll decide which group you pick and the second roll which particular player from that group. The d10 method is simpler, though.



    You can of course use arbitrarily large dice to cover any amount of players using the "reroll if too high" strategy, but it can get unwieldy for larger numbers.



    Drawing from a deck of cards works for many sizes of groups



    Using a deck of cards provides a simple solution for groups small and large, without having to remember any complex roll rules. Have each player draw a card from a standard deck of 52 cards. The player who gets the highest card (or lowest, if you prefer) is chosen. Remember to have a set convention on the ordering used (aces high or low and precedence of suits).



    There's 52 cards in a normal French-style deck of cards, and each is unique, so you can choose a random player with everyone drawing a single card for groups up to 52 players. That's probably more than enough.



    Draw from a bag



    Yet another classic method: have each player write their name on a slip of paper. Put them in a box or bag, and resolve the decision by drawing one without looking. My experience is that this is quite awkward especially when table space is limited --- I appreciate the other methods' compactness. However, this method works quite well regardless of the size of the game, assuming you have a big enough box for the name slips and shuffle it well.



    Random number list, if you want to keep it secret



    If you know the amount of players you'll have in advance, you can create a list of random numbers and bring that to the game with you. When consulting the list, cross over the topmost number on it and select the player based on that number.



    This solution is, for most games, over-engineered, but it has an advantage in that unlike die rolls and draws from the deck of cards, it is very subtle and allows invoking the randomness without signaling it to your players. My experience has been, though, that it's best to let the players know when you're actually choosing one of them at random in most cases --- otherwise, they can assume the choice is you being arbitrary.






    share|improve this answer











    $endgroup$



    Dice work just fine for the most common numbers of players



    I work with probabilities a lot. Dice allow you to represent many common probabilities, but when you want to roll to pick from options, I've discovered the following "law": it stops making sense to people when you have to roll more than a single die at once. Luckily, the most common numbers of players can be chosen from using just a single die roll, or a single die roll that occasionally gets re-rolled when its result is invalid.



    If you have a single player, no need to roll.



    If you have three players, a d6 will do --- one player gets results 1-2, another 3-4 and the third one 5-6.



    Five players, roll a d10. One player gets 1-2, the next 3-4, then 5-6, then 7-8, and the final one 9-10.



    There is just a bit of math behind these two options: they work neatly because three and five are factors of six and ten, respectively. That means we can "partition" each dice's possible outcomes into that many equally probable sets, similar to how we can use "odd" and "even" to select from two options using a d6.



    Seven players is the first tricky one because it's the least prime number that's not a factor of any of the common die sizes of 4, 6, 8, 10, 12 or 20. This means you cannot resolve a choice between seven players with any bounded number of these die rolls with complete fairness. You can, however, use a d8 with numbers 1-7 corresponding to each of the players and 8 indicating a reroll. The chances of having to roll the die impractically many times for a single decision are minimal.



    Nine players or eleven players, similar to seven except use a d10 or d12, respectively. Since nine is divisible by three, you can also use two rolls of a d6: first divide the player into three groups of three, let the first roll decide which group you pick and the second roll which particular player from that group. The d10 method is simpler, though.



    You can of course use arbitrarily large dice to cover any amount of players using the "reroll if too high" strategy, but it can get unwieldy for larger numbers.



    Drawing from a deck of cards works for many sizes of groups



    Using a deck of cards provides a simple solution for groups small and large, without having to remember any complex roll rules. Have each player draw a card from a standard deck of 52 cards. The player who gets the highest card (or lowest, if you prefer) is chosen. Remember to have a set convention on the ordering used (aces high or low and precedence of suits).



    There's 52 cards in a normal French-style deck of cards, and each is unique, so you can choose a random player with everyone drawing a single card for groups up to 52 players. That's probably more than enough.



    Draw from a bag



    Yet another classic method: have each player write their name on a slip of paper. Put them in a box or bag, and resolve the decision by drawing one without looking. My experience is that this is quite awkward especially when table space is limited --- I appreciate the other methods' compactness. However, this method works quite well regardless of the size of the game, assuming you have a big enough box for the name slips and shuffle it well.



    Random number list, if you want to keep it secret



    If you know the amount of players you'll have in advance, you can create a list of random numbers and bring that to the game with you. When consulting the list, cross over the topmost number on it and select the player based on that number.



    This solution is, for most games, over-engineered, but it has an advantage in that unlike die rolls and draws from the deck of cards, it is very subtle and allows invoking the randomness without signaling it to your players. My experience has been, though, that it's best to let the players know when you're actually choosing one of them at random in most cases --- otherwise, they can assume the choice is you being arbitrary.







    share|improve this answer














    share|improve this answer



    share|improve this answer








    edited 8 hours ago

























    answered 8 hours ago









    kviirikviiri

    38k13141216




    38k13141216







    • 1




      $begingroup$
      It's good DM practice to every now and then roll a die or two, or have a player roll a die, make a show of consulting something on your side of the DM screen, and then continuing play as if nothing had happened, and give absolutely no explanation of what's going on.
      $endgroup$
      – EvilSnack
      1 hour ago












    • 1




      $begingroup$
      It's good DM practice to every now and then roll a die or two, or have a player roll a die, make a show of consulting something on your side of the DM screen, and then continuing play as if nothing had happened, and give absolutely no explanation of what's going on.
      $endgroup$
      – EvilSnack
      1 hour ago







    1




    1




    $begingroup$
    It's good DM practice to every now and then roll a die or two, or have a player roll a die, make a show of consulting something on your side of the DM screen, and then continuing play as if nothing had happened, and give absolutely no explanation of what's going on.
    $endgroup$
    – EvilSnack
    1 hour ago




    $begingroup$
    It's good DM practice to every now and then roll a die or two, or have a player roll a die, make a show of consulting something on your side of the DM screen, and then continuing play as if nothing had happened, and give absolutely no explanation of what's going on.
    $endgroup$
    – EvilSnack
    1 hour ago













    8












    $begingroup$

    If you have 5 players, roll a d6. If you get a 6, re-roll until you get a number other than 6. And so on, for other odd numbers. Yes, this is completely fair, if the die you're rolling is a fair die.






    share|improve this answer









    $endgroup$








    • 1




      $begingroup$
      You can also form5 players roll a d10 assigning 1-2 to one player, 3-4 to another and so on until all five have a number range that's theirs.
      $endgroup$
      – Sarriesfan
      9 hours ago















    8












    $begingroup$

    If you have 5 players, roll a d6. If you get a 6, re-roll until you get a number other than 6. And so on, for other odd numbers. Yes, this is completely fair, if the die you're rolling is a fair die.






    share|improve this answer









    $endgroup$








    • 1




      $begingroup$
      You can also form5 players roll a d10 assigning 1-2 to one player, 3-4 to another and so on until all five have a number range that's theirs.
      $endgroup$
      – Sarriesfan
      9 hours ago













    8












    8








    8





    $begingroup$

    If you have 5 players, roll a d6. If you get a 6, re-roll until you get a number other than 6. And so on, for other odd numbers. Yes, this is completely fair, if the die you're rolling is a fair die.






    share|improve this answer









    $endgroup$



    If you have 5 players, roll a d6. If you get a 6, re-roll until you get a number other than 6. And so on, for other odd numbers. Yes, this is completely fair, if the die you're rolling is a fair die.







    share|improve this answer












    share|improve this answer



    share|improve this answer










    answered 9 hours ago









    John DallmanJohn Dallman

    11.6k23262




    11.6k23262







    • 1




      $begingroup$
      You can also form5 players roll a d10 assigning 1-2 to one player, 3-4 to another and so on until all five have a number range that's theirs.
      $endgroup$
      – Sarriesfan
      9 hours ago












    • 1




      $begingroup$
      You can also form5 players roll a d10 assigning 1-2 to one player, 3-4 to another and so on until all five have a number range that's theirs.
      $endgroup$
      – Sarriesfan
      9 hours ago







    1




    1




    $begingroup$
    You can also form5 players roll a d10 assigning 1-2 to one player, 3-4 to another and so on until all five have a number range that's theirs.
    $endgroup$
    – Sarriesfan
    9 hours ago




    $begingroup$
    You can also form5 players roll a d10 assigning 1-2 to one player, 3-4 to another and so on until all five have a number range that's theirs.
    $endgroup$
    – Sarriesfan
    9 hours ago











    5












    $begingroup$

    How I have done this over the years:



    It makes for even probabilities.



    1. For three players: roll 1d6, divide result by 2, round up.


    2. For five players: roll 1d10, divide result by 2, round up


    3. For seven players: roll 1d8, re roll any 8.



    4. For nine players: Roll 2d6 of different colors. (Let's say red and
      green, since that is what my bag is filled with)



      • Green die indicates which range of three: 1 or 2 =1-3, 3 or 4 = 4-6, 5 or 6 = 7-9.

      • You now have a "three players" situation

      • Red die indicates who in that group is chosen by using the "for three players" above.


    5. For 11 players; roll a d12, re roll 12's.


    It's really fast and intuitive once you start doing this (it's easy to do the comparison in your head). It takes longer to describe it than to do it.






    share|improve this answer









    $endgroup$

















      5












      $begingroup$

      How I have done this over the years:



      It makes for even probabilities.



      1. For three players: roll 1d6, divide result by 2, round up.


      2. For five players: roll 1d10, divide result by 2, round up


      3. For seven players: roll 1d8, re roll any 8.



      4. For nine players: Roll 2d6 of different colors. (Let's say red and
        green, since that is what my bag is filled with)



        • Green die indicates which range of three: 1 or 2 =1-3, 3 or 4 = 4-6, 5 or 6 = 7-9.

        • You now have a "three players" situation

        • Red die indicates who in that group is chosen by using the "for three players" above.


      5. For 11 players; roll a d12, re roll 12's.


      It's really fast and intuitive once you start doing this (it's easy to do the comparison in your head). It takes longer to describe it than to do it.






      share|improve this answer









      $endgroup$















        5












        5








        5





        $begingroup$

        How I have done this over the years:



        It makes for even probabilities.



        1. For three players: roll 1d6, divide result by 2, round up.


        2. For five players: roll 1d10, divide result by 2, round up


        3. For seven players: roll 1d8, re roll any 8.



        4. For nine players: Roll 2d6 of different colors. (Let's say red and
          green, since that is what my bag is filled with)



          • Green die indicates which range of three: 1 or 2 =1-3, 3 or 4 = 4-6, 5 or 6 = 7-9.

          • You now have a "three players" situation

          • Red die indicates who in that group is chosen by using the "for three players" above.


        5. For 11 players; roll a d12, re roll 12's.


        It's really fast and intuitive once you start doing this (it's easy to do the comparison in your head). It takes longer to describe it than to do it.






        share|improve this answer









        $endgroup$



        How I have done this over the years:



        It makes for even probabilities.



        1. For three players: roll 1d6, divide result by 2, round up.


        2. For five players: roll 1d10, divide result by 2, round up


        3. For seven players: roll 1d8, re roll any 8.



        4. For nine players: Roll 2d6 of different colors. (Let's say red and
          green, since that is what my bag is filled with)



          • Green die indicates which range of three: 1 or 2 =1-3, 3 or 4 = 4-6, 5 or 6 = 7-9.

          • You now have a "three players" situation

          • Red die indicates who in that group is chosen by using the "for three players" above.


        5. For 11 players; roll a d12, re roll 12's.


        It's really fast and intuitive once you start doing this (it's easy to do the comparison in your head). It takes longer to describe it than to do it.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered 9 hours ago









        KorvinStarmastKorvinStarmast

        83.3k20257447




        83.3k20257447



























            draft saved

            draft discarded
















































            Thanks for contributing an answer to Role-playing Games Stack Exchange!


            • Please be sure to answer the question. Provide details and share your research!

            But avoid


            • Asking for help, clarification, or responding to other answers.

            • Making statements based on opinion; back them up with references or personal experience.

            Use MathJax to format equations. MathJax reference.


            To learn more, see our tips on writing great answers.




            draft saved


            draft discarded














            StackExchange.ready(
            function ()
            StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f144731%2fhow-can-the-dm-most-effectively-choose-1-out-of-an-odd-number-of-players-to-be-t%23new-answer', 'question_page');

            );

            Post as a guest















            Required, but never shown





















































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown

































            Required, but never shown














            Required, but never shown












            Required, but never shown







            Required, but never shown







            Popular posts from this blog

            Can not update quote_id field of “quote_item” table magento 2Magento 2.1 - We can't remove the item. (Shopping Cart doesnt allow us to remove items before becomes empty)Add value for custom quote item attribute using REST apiREST API endpoint v1/carts/cartId/items always returns error messageCorrect way to save entries to databaseHow to remove all associated quote objects of a customer completelyMagento 2 - Save value from custom input field to quote_itemGet quote_item data using quote id and product id filter in Magento 2How to set additional data to quote_item table from controller in Magento 2?What is the purpose of additional_data column in quote_item table in magento2Set Custom Price to Quote item magento2 from controller

            How to solve knockout JS error in Magento 2 Planned maintenance scheduled April 23, 2019 at 23:30 UTC (7:30pm US/Eastern) Announcing the arrival of Valued Associate #679: Cesar Manara Unicorn Meta Zoo #1: Why another podcast?(Magento2) knockout.js:3012 Uncaught ReferenceError: Unable to process bindingUnable to process binding Knockout.js magento 2Cannot read property `scopeLabel` of undefined on Product Detail PageCan't get Customer Data on frontend in Magento 2Magento2 Order Summary - unable to process bindingKO templates are not loading in Magento 2.1 applicationgetting knockout js error magento 2Product grid not load -— Unable to process binding Knockout.js magento 2Product form not loaded in magento2Uncaught ReferenceError: Unable to process binding “if: function()return (isShowLegend()) ” magento 2

            Nissan Patrol Зміст Перше покоління — 4W60 (1951-1960) | Друге покоління — 60 series (1960-1980) | Третє покоління (1980–2002) | Четверте покоління — Y60 (1987–1998) | П'яте покоління — Y61 (1997–2013) | Шосте покоління — Y62 (2010- ) | Посилання | Зноски | Навігаційне менюОфіційний український сайтТест-драйв Nissan Patrol 2010 7-го поколінняNissan PatrolКак мы тестировали Nissan Patrol 2016рвиправивши або дописавши її