//The one where you take the highest value rolled
        protected int HeroRollMethod()
        {
            CombatManager combatManager = CombatManager.instance;
            List <int>    rolls;

            if (GetMonsterKind() == MonsterKind.NotMonster)
            {
                rolls = combatManager.HeroRoll(numRegularDice, numBlackDice);
            }
            else
            {
                rolls = combatManager.MonsterRoll(numRegularDice, numBlackDice);
            }
            combatManager.DoneRolling = true;
            return(strengthPoints + rolls.Max());
        }
        //The one where you use the sum of identical rolls
        protected int HelmRollMethod()
        {
            CombatManager combatManager = CombatManager.instance;
            List <int>    rolls;

            if (GetMonsterKind() == MonsterKind.NotMonster)
            {
                rolls = combatManager.HeroRoll(numRegularDice, numBlackDice);
            }
            else
            {
                rolls = combatManager.MonsterRoll(numRegularDice, numBlackDice);
            }
            int sumIdentical = rolls.GroupBy(i => i)
                               .Select(grp => grp.Sum())
                               .Max();

            combatManager.DoneRolling = true;
            return(strengthPoints + Math.Max(rolls.Max(), sumIdentical));
        }
        //The one where you keep rolling until you decide to stop
        protected int ArcherRollMethod()
        {
            CombatManager combatManager = CombatManager.instance;

            combatManager.DisplayDoneRollingButton(true);
            List <int> rolls;
            //Prioritize rolling black dice
            int black;
            int regular;

            if (blackDiceRemaining > 0)
            {
                black   = 1;
                regular = 0;
                blackDiceRemaining--;
            }
            else
            {
                black   = 0;
                regular = 1;
                diceRemaining--;
            }
            if (GetMonsterKind() == MonsterKind.NotMonster)
            {
                rolls = combatManager.HeroRoll(regular, black);
            }
            else
            {
                rolls = combatManager.MonsterRoll(regular, black);
            }
            //Finished if you are out of dice
            if (blackDiceRemaining == 0 && diceRemaining == 0)
            {
                combatManager.DoneRolling = true;
                combatManager.DisplayDoneRollingButton(false);
            }
            return(strengthPoints + rolls[0]);
        }