When players roll dice, they're supposed to roll them, correct? What about when one throws a die, allows it to stop and then throw the second die to hit the other and attempt to say the new roll is the one accepted?
For instance, player A rolls a single d6, it lands on a 1. He then rolls a second d6 to hit the first and manipulates them to hit a 5 and 4. But the first roll was a 1, not a 5 or 4.
The Magic game generally doesn't use dice except as a substitute for flipping a coin (C.R. 705.3), in the Planechase variant (C.R. 901.3), and traditionally, as a mutually agreed method for deciding which player chooses whether to take the first turn (C.R. 103.2).
EDIT (Jan. 18): Deleted second sentence.
EDIT (Jul. 19): Struck out comment in view of rule changes with Adventures in the Forgotten Realms.
Having the possibility of changing the already obtained half of a roll with a trick certainly messes with the randomness of the method. In a tournament setting, a judge can't accept this, even if players agree to both be able to do it.
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I'm a former judge (lapsed), who keeps up to date on rules and policy. Keep in mind that judges' answers aren't necessarily more valid than those of people who aren't judges; what matters is we can quote the rules to back up our answers. When in doubt, ask for such quotes.
If he is consistently doing this, even when the initial result is favorable to him, then there is not a problem, he's just being weird. That is, if he does it when the first die shows 5 or 6 and it ends up a 1, which he accepts, then there isn't a problem. He's then adding a second, consistent step to a randomized result that still results in a random result, the same way flipping a coin and catching it in the air and slapping it onto your hand is as valid as just catching it and opening your hand, even though it changes the results. The difference of course is that the player rolling the dice knows the initial result, so they have to commit to always adding the step regardless of the result.
The only other thing to watch for is if he's using a technique to create bad initial rolls knowing that his added step will make it unlikely they come up and trying to argue that his throwing technique is acceptable because the second step randomizes. Like if he's throwing it and it's landing flat on 1 and 2 more often than not, then he's going for that on purpose. Keep in mind, if it's landing flat but he's getting about as many positive rolls as negative in equally important situations, then he probably just sucks at rolling. My die often lands flat in dnd but my playgroup accepts it because I actually roll it in my hand and it it's as random as when it rolls on the table in terms of results. I've had enough 1s come up on a flat fallen d20 that they know I'm not cheating.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
When determining who gets the choice to play or draw, the players have to use a random method that they both agree to. If you don't agree with your opponent's suggested method (for example: because it isn't actually random, as in this situation) and the two of you are unable to come to an agreement on your own, call a Judge.
Of course, the "call a Judge" part assumes you're having this problem in a tournament setting. If this is a problem you're having in casual games ... you may need to start limiting how much you play with this person if you can't come to an agreement.
In backgammon, most players use dice cups to ensure sufficient dice rolling randomization.
Unfortunately, Magic doesn't mandate something similar for when dice are used. However, if this problem concerns you and persists, take the initiative to bring such cups to events from now on, insist to opponents they be used for all rolls, and these easily avoidable issues will be minimized if not completely eliminated.
Anyhow, the best I can come up with myself is a game in the top 8 of a PTQ back during Urza block in which we were starting game 3 with time already expired, so the tiebreaker rule was that whoever had more life after 3 turns would win. And I lost to... healing salve.
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For instance, player A rolls a single d6, it lands on a 1. He then rolls a second d6 to hit the first and manipulates them to hit a 5 and 4. But the first roll was a 1, not a 5 or 4.
The Magic game generally doesn't use dice except as a substitute for flipping a coin (C.R. 705.3), in the Planechase variant (C.R. 901.3), and traditionally, as a mutually agreed method for deciding which player chooses whether to take the first turn (C.R. 103.2).EDIT (Jan. 18): Deleted second sentence.
EDIT (Jul. 19): Struck out comment in view of rule changes with Adventures in the Forgotten Realms.
The only other thing to watch for is if he's using a technique to create bad initial rolls knowing that his added step will make it unlikely they come up and trying to argue that his throwing technique is acceptable because the second step randomizes. Like if he's throwing it and it's landing flat on 1 and 2 more often than not, then he's going for that on purpose. Keep in mind, if it's landing flat but he's getting about as many positive rolls as negative in equally important situations, then he probably just sucks at rolling. My die often lands flat in dnd but my playgroup accepts it because I actually roll it in my hand and it it's as random as when it rolls on the table in terms of results. I've had enough 1s come up on a flat fallen d20 that they know I'm not cheating.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Of course, the "call a Judge" part assumes you're having this problem in a tournament setting. If this is a problem you're having in casual games ... you may need to start limiting how much you play with this person if you can't come to an agreement.
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Unfortunately, Magic doesn't mandate something similar for when dice are used. However, if this problem concerns you and persists, take the initiative to bring such cups to events from now on, insist to opponents they be used for all rolls, and these easily avoidable issues will be minimized if not completely eliminated.