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Full Dice Mechanics

Page history last edited by 1nfinite zer0 13 years, 3 months ago

Draft/scratch still...

-have some really clear examples of difficulty levels for standardization.  Examples of opposed rolls using rainbow dice and die level.

-use d12s for d3, any for d2, whatever makes you happy.  favourite dice?  use it

-need to reinforce complexity of resolution vs importance of encounter; don't roll more than you want to.

 

Rainbow/opposed/duel notes

-rock, paper, scissors type with 6 levels – can be unmodified, or adding dice of the same die level between players, or assymetric die levels based upon skills/attributes/previous rolls.

-more detailed explanation of the distribution chart for roll low.  the green basic distribution is the percentage each roll will be at random, and the other two can be used to estimate how likely it is to roll over/under a given target.

-dR/d3; optional rule, attacker is the player which won the last round. if this rule is used, when the attacker loses on the second roll of the round, they give up two points, not just one.

-Unscaled, just rainbow die opposed.  Play attacker 2 rolls to one, alternate sides, rolls won best 1/1, 2/3, 3/5, etc.

-Optional rule: the die other than the rainbow (d3 default) can be a polyhedral die corresponding to rank.  Scaled with match dice, or die level and/or dice pool

“those immediately counter clockwise”

 

Rainbow dice mechanic can be used to fudge any roll where an opposed trump situation is needed.  It is functionally similar to rock-paper-scissors, with more steps.  If 6 is too many steps for the task in question, allow multiple rolls on each side. E.g. this can be used foran absolutely evenly matched opposition, one totally to chance.  Or a resistance of artifacts to being used.

 

Roll High

+1, or keep reroll 6s and find highest?  ie, one dice sequentially rolled 6,6,6,2 = 20 high number.  changes the distributions of the rolls

 

requires polyhedral dice other than D6, if you do not have such dice use the sum of multiple d6s with the number equal to the rank or result.  take the highest one (6s roll again and add), that's the score.  usually for level of success rolls, damage dealt, damage resisted, value produced, skill output, etc.  anything with a linear, point scalable outcome.

 

with skills, saptis can be used to get additional dice.  fair gets a second die, take highest.  great +3, roll 4 take highest.  note, you can have a great skill category and still roll from a Poor result.  4d4!!  any max face on the die after the first is a +1, therefore if a player in this roll got 1, 2, 4, 4, the score would be 5.  This helps even out the bottom end of the spectrum, where terrible still has a better chance of +1 to save their butt

poor and terrible skill categories do not take dice away from a roll high, it would negate the effects of a superb roll.  but, they do act as numerical modifiers, -1, -2 respectively on the highest die face.

 

Online Dice Rollers

pending project: javascript dice roller with graphics for inserting into pages

 

these below are capable of any dice rolls, but require programming.

http://topps.diku.dk/torbenm/troll.msp

http://www.anydice.com/

 

 

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