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dice_rolls [2020/08/29 14:51] – [Attacker Advantage] dungeonmasterdice_rolls [2020/09/26 19:21] (current) – [Potency Rolls] dungeonmaster
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 But there won’t always be a dice advantage to the attacker. Sometimes a defender is particularly well defended. If there are extra dice on the defenders side, they don’t matter except to give extra opportunities to defeat the attacker’s dice. Defenders do not inflict damage; they just avoid taking damage from enemy attacks. But there won’t always be a dice advantage to the attacker. Sometimes a defender is particularly well defended. If there are extra dice on the defenders side, they don’t matter except to give extra opportunities to defeat the attacker’s dice. Defenders do not inflict damage; they just avoid taking damage from enemy attacks.
  
-<blockquote>Example: Hugo has dispatched the limping zombie with no problem. He ducks into the next room and cringes at the site of a zombified soldier, still wearing the platemail it died in. Hugo’s sword still allows him to roll five dice vs zombies, but this zombie is no chump. Let’s say the armor it’s wearing gives it seven defensive dice instead of the standard three. Not wanting to shy from a fight, Hugo attacks, rolling his five dice and getting a 4, 6, 2, 1, 6. The GM rolls seven dice for the zombie and gets a 6, 6, 2, 6, 1, 3, and 1. Comparing dice with the attacking number listed first yields 6 vs 6, 6 vs 6, 4 vs 6, 2 vs 3, 1 vs 2. And two additional defending dice with 1s on them. Those extra 1s don’t do anything and are discarded. The attacker has discovered that he didn’t win a single comparison and does no damage. Now it’s the zombie’s turn to attack! Has Hugo bitten off more than he can chew?</blockquote>+<blockquote>**Example:** Hugo has dispatched the limping zombie with no problem. He ducks into the next room and cringes at the site of a zombified soldier, still wearing the platemail it died in. Hugo’s sword still allows him to roll five dice vs zombies, but this zombie is no chump. Let’s say the armor it’s wearing gives it seven defensive dice instead of the standard three. Not wanting to shy from a fight, Hugo attacks, rolling his five dice and getting a 4, 6, 2, 1, 6. The GM rolls seven dice for the zombie and gets a 6, 6, 2, 6, 1, 3, and 1. Comparing dice with the attacking number listed first yields 6 vs 6, 6 vs 6, 4 vs 6, 2 vs 3, 1 vs 2. And two additional defending dice with 1s on them. Those extra 1s don’t do anything and are discarded. The attacker has discovered that he didn’t win a single comparison and does no damage. Now it’s the zombie’s turn to attack! Has Hugo bitten off more than he can chew?</blockquote>
  
 ==== Win-Loss Rolls ==== ==== Win-Loss Rolls ====
 Win-Loss rolls are also attacker vs defender rolls but no actual damage is caused by the attack. Instead it’s either an all or nothing success by either the attacker or the defender. This is most often used for mental struggles where the attacker is trying to overcome the cognitive or emotional fortitude of the defenders mind, but it could also come into play when hiders are hiding from seekers, purse-snatchers are trying to get away with the loot, or a wizard is trying to shape change someone against their will. No matter the reason, resolving these are simple. The winner is the one who gets the most successful comparisons with a tie of comparisons going to the defender. Win-Loss rolls are also attacker vs defender rolls but no actual damage is caused by the attack. Instead it’s either an all or nothing success by either the attacker or the defender. This is most often used for mental struggles where the attacker is trying to overcome the cognitive or emotional fortitude of the defenders mind, but it could also come into play when hiders are hiding from seekers, purse-snatchers are trying to get away with the loot, or a wizard is trying to shape change someone against their will. No matter the reason, resolving these are simple. The winner is the one who gets the most successful comparisons with a tie of comparisons going to the defender.
  
-<blockquote>Example: Mysterious Mel tries to dominate Brainy Bob’s brain and force him to attack his companion from behind. Mysterious Mel is of sufficient skill degree to have a powerful six dice attack plus a ring and a crown which each give him one extra die for mental attacks and defense for a total of eight dice. Brainy Bob, being no chump, has a six dice defense against cognitive attacks, plus two extra dice for being forced to do something against his own nature for a total of eight dice as well. Mel rolls a 6, 5, 5, 5, 5, 3, 2, and 1. Bob rolls a 6, 6, 5, 4, 4, 1, 1, and 1. When matched up, we get 6 vs 6, 5 vs 6, 5 vs 5, 5 vs 4, 5 vs 4, 3 vs 1, 2 vs 1, and 1 vs 1 which yields four wins apiece. Because ties go to the defender, Bob has successfully prevented himself from attacking his companion… barely.</blockquote>+<blockquote>**Example:** Mysterious Mel tries to dominate Brainy Bob’s brain and force him to attack his companion from behind. Mysterious Mel is of sufficient skill degree to have a powerful six dice attack plus a ring and a crown which each give him one extra die for mental attacks and defense for a total of eight dice. Brainy Bob, being no chump, has a six dice defense against cognitive attacks, plus two extra dice for being forced to do something against his own nature for a total of eight dice as well. Mel rolls a 6, 5, 5, 5, 5, 3, 2, and 1. Bob rolls a 6, 6, 5, 4, 4, 1, 1, and 1. When matched up, we get 6 vs 6, 5 vs 6, 5 vs 5, 5 vs 4, 5 vs 4, 3 vs 1, 2 vs 1, and 1 vs 1 which yields four wins apiece. Because ties go to the defender, Bob has successfully prevented himself from attacking his companion… barely.</blockquote>
  
 ===== Skill Rolls ===== ===== Skill Rolls =====
 Sometimes there are no defenders. The player is rolling a check to see if they can accomplish a skill successfully. In these cases, the player is simply rolling based the proper number of dice, and the number of 4s, 5s, and 6s are considered successes. Generally an average difficulty task requires two successes to accomplish but particularly easy tasks can be performed with one or even no dice, especially for knowledgeable characters. Conversely more difficult tasks could require more than two successes. Sometimes there are no defenders. The player is rolling a check to see if they can accomplish a skill successfully. In these cases, the player is simply rolling based the proper number of dice, and the number of 4s, 5s, and 6s are considered successes. Generally an average difficulty task requires two successes to accomplish but particularly easy tasks can be performed with one or even no dice, especially for knowledgeable characters. Conversely more difficult tasks could require more than two successes.
  
-===== Potency Rolls ===== 
-Sometimes a character has a certain skill that rolls dice to determine how potent it was. A good example of this is a healing potion or First Aid knowledge. If a healing potion with a potency of five dice were imbibed by a character, the player would roll five dice. The number of 4s, 5s, and 6s on the dice would determine how many hit points were healed. 
  
 +===== Sum Rolls =====
 +Sometimes a character has a certain skill that requires rolling dice to determine not just if it was successful but how successful it was. Rather than counting up the number of victories over opponents or 4s, 5s, and 6s, the actual dice are added together, but with a -1 to their numbers, i.e. d6-1. This allows for a number between 0 and 5, inclusive.
 +
 +Healing potions and First Aid knowledge are good examples of sum rolls. A second degree healer would heal between 0-10 points. Third degree 0-15, etc.
 +
 +Initiative rolls are also considered sum rolls.
 +
 +===== Automatic Failures =====
 +Although rare, there are cases where a character might choose to fail a skill check roll or win-loss roll. If this is the case, no dice need be rolled. The character is considered to have failed and the result of the failure is determined just as if they had rolled all failing dice.
  
 ===== Number of Dice ===== ===== Number of Dice =====
dice_rolls.1598712702.txt.gz · Last modified: by dungeonmaster