dice_rolling_nutshell
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| dice_rolling_nutshell [2019/08/03 15:33] – [Win-Loss Rolls] dungeonmaster | dice_rolling_nutshell [2020/08/16 20:23] (current) – [Combat Rolls] dungeonmaster | ||
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| + | [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] | ||
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| ====== Dice Rolling in a Nutshell ====== | ====== Dice Rolling in a Nutshell ====== | ||
| Whenever a character or monster wants to accomplish something, they roll between one and twenty or more dice to see if they accomplish it. If someone or something is defending against this attack, they do the same. Rolls against a defender are called combat rolls. Rolls against no opponent are called skill rolls. Combat rolls are the most complex, so we’ll describe those first. | Whenever a character or monster wants to accomplish something, they roll between one and twenty or more dice to see if they accomplish it. If someone or something is defending against this attack, they do the same. Rolls against a defender are called combat rolls. Rolls against no opponent are called skill rolls. Combat rolls are the most complex, so we’ll describe those first. | ||
| ===== Combat Rolls ===== | ===== Combat Rolls ===== | ||
| - | Both sides each roll between one and twenty or more dice, matching the highest attacking die with the highest defending die. Then the second highest attacking die with the second highest defending die. And so on, until all dice have been matched up. Any extras on the attacking side are automatic wins. And on the defending side are discarded. The attacker counts up all the comparisons in which his or her die was higher or by itself. The defender gets the rest including all ties. We’ll refer to these as attacker wins and defender wins in the following sections. | + | Both sides each roll between one and twenty or more dice, matching the highest attacking die with the highest defending die. Then the second highest attacking die with the second highest defending die. And so on, until all dice have been matched up. Any extras on the attacking side are automatic wins. Any on the defending side are discarded. The attacker counts up all the comparisons in which his or her die was higher or had no competing dice roll. The defender gets the rest including all ties. We’ll refer to these as attacker wins and defender wins in the following sections. |
| ==== Damage Rolls ==== | ==== Damage Rolls ==== | ||
| - | Each attacker | + | Each attacker |
| ==== Win-Loss Rolls ==== | ==== Win-Loss Rolls ==== | ||
| The attacker and the defender compare wins. If the attacker has more wins than the defender, the action is successful. Often mental attacks like illusions fit in this category. (For a more detailed explanation, | The attacker and the defender compare wins. If the attacker has more wins than the defender, the action is successful. Often mental attacks like illusions fit in this category. (For a more detailed explanation, | ||
| ===== Skill Rolls ===== | ===== Skill Rolls ===== | ||
| - | Skill rolls are even easier than combat rolls. Every die showing 4, 5, or 6 is a success. Successes either equate to numbers (in the case of healing) or are compared against the complexity of the task with easy tasks requiring one success, average two, hard three, and so forth. (For a more detailed explanation, | + | Skill rolls are even easier than combat rolls. Every die showing 4, 5, or 6 is a success. Successes either equate to numbers (in the case of healing) or are compared against the complexity of the task with easy tasks requiring one success, average two, hard three, and so forth. (For a more detailed explanation, |
| ==== Potency Rolls ==== | ==== Potency Rolls ==== | ||
| Potency rolls are just skill rolls where the skill degrees are five dice per degree of proficiency. If there is a non-proficiency, | Potency rolls are just skill rolls where the skill degrees are five dice per degree of proficiency. If there is a non-proficiency, | ||
dice_rolling_nutshell.1564846429.txt.gz · Last modified: by dungeonmaster
