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These chances are called saving throws or saves. A saving throw is made when a character would come to harm from extraordinary means such as poisons and magical compulsions in nature. [5] In the early editions of D&D, there are five categories of saving throws, based on the form of the potential damage: Paralysis, Poison, or Death Magic
Saving throws are represented as a numeric value that often changes as the character advances in experience. In order to successfully make a throw, the character must roll dice (often a single 20-sided die ("d20") or three six-sided dice ("3d6")), achieving a result based on the calculated value of the saving throw which is compared against a ...
D&D player Ted Johnstone introduced standard dice notation as a way to discuss probability distribution in an article, "Dice as Random Number Generators", in the inaugural issue of fanzine Alarums & Excursions (1975). [3] The notation was also used by another writer, Barry Gold, in the same issue, and quickly spread throughout the fan community ...
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The javelin throw is a track and field event where the javelin, a spear about 2.5 m (8 ft 2 in) in length, is thrown as far as possible. The javelin thrower gains momentum by running within a predetermined area.
Bumpers: Rails (barriers) surrounding a lane to prevent balls from going into the gutters, primarily for beginners or young children. Burn or burn up : Phenomenon or intentional competitive strategy by which a large amount of ball traffic on a particular path removes lane oil from that path, causing subsequently rolled balls to encounter ...