Dice roll: Difference between revisions

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This is shorthand for RNG range, based on how randomness was calculated in tabletop roleplaying games.  
Dice rolls are a type of notation to explain probability and range. The system for simulating randomness is taken from tabletop role-playing games, ''Dungeons and Dragons'' being a commonly known example, which has players roll multiple dice of varying face counts to decide outcomes. Dice rolls are an integral part of the game, being used in determining factors such as whether an attack hits and how much damage it deals.


(number of dice)d(number of sides)
==Notation==
* The notation for dice is <math>(n)d(f)</math>, where <math>n</math> is the number of dice and <math>f</math> is the number of faces.
* For example: 2d6 means outcome is determined by two (2) dice (d) that are six-sided (6).
* The lowest output is <math>n</math> and the highest output is <math>n \times f</math>; a 2d6 will roll between 2 (1+1) and 12 (6+6) and a 5d9 between 5 (1+1+1+1+1) and 45 (9+9+9+9+9).
* Any prior numbers are multipliers: 4{{heart}}2d2 means a base damage of 4 is multiplied by the 2d2 output.
* Any following addition is done finally: 2d2+1 means 2d2 is rolled and then the result receives +1.


The default damage range is 1d2, so that means one two-sided dice (or a coin) will be rolled/flipped. A 2d6 longsword will deal 2 rolls of a six sided dice.
==Example==
A steel axe with 1d6+1 damage will deal a roll of a six sided die, with 1 added to it afterwards.


Dice rolls are used for numerous mechanics aside from damage as well. These dice rolls usually have a [[Modifier]] added to the total.
A melee attack uses multiple dice rolls to determine outcome:
{| class="wikitable"
|- style="text-align:center;"
! Step
! Name
! Explanation
! Calculation
! Outcome
|-
| rowspan="2" | 1. Connecting
| [[Accuracy]] (ACC)
| How accurate the strike is
| 1d20 + [[Agility]] (AG) + [[Hit bonus]]es
| rowspan="2" | ACC > DV = hit, continue.<br/>ACC < DV = miss, end.
|-
| [[Dodge]] ({{DV}}DV)
| How evasive the target is
| 1d20 + DV + Dodge Bonuses
|-
| rowspan="2" | 2. Penetrating
| [[Penetration]] ({{PV}}PV)
| How well the weapon cuts through armor
| Pen. stat + Pen. Bonuses + Situational Bonuses + Move Bonuses
| rowspan="2" | PV > AV = damage, continue.<br/> PV < AV = no damage, end.
|-
| [[Armor]] ({{AV}}AV)
| How well the armor blocks weapons
| Armor Stat + Skill Bonuses + Shield bonuses
|-
| rowspan="2" | 3. Inflicting
| [[Damage]] ({{heart}}DMG)
| How much damage is dealt
| rowspan="2" | (Base DMG * [n]d[f] + DMG Bonuses) * (RES / 100)
| rowspan="2" | Outcome is health lost.  
|-
| [[Resistances]] (RES)
| How much damage is reduced
|}


==See Also==
* [[Melee combat]]
* [[Ranged combat]]
{{Mechanics Navbox}}
[[Category:Mechanics]]
[[Category:Mechanics]]

Latest revision as of 02:12, 26 April 2022

Dice rolls are a type of notation to explain probability and range. The system for simulating randomness is taken from tabletop role-playing games, Dungeons and Dragons being a commonly known example, which has players roll multiple dice of varying face counts to decide outcomes. Dice rolls are an integral part of the game, being used in determining factors such as whether an attack hits and how much damage it deals.

Notation

  • The notation for dice is , where is the number of dice and is the number of faces.
  • For example: 2d6 means outcome is determined by two (2) dice (d) that are six-sided (6).
  • The lowest output is and the highest output is ; a 2d6 will roll between 2 (1+1) and 12 (6+6) and a 5d9 between 5 (1+1+1+1+1) and 45 (9+9+9+9+9).
  • Any prior numbers are multipliers: 4♥2d2 means a base damage of 4 is multiplied by the 2d2 output.
  • Any following addition is done finally: 2d2+1 means 2d2 is rolled and then the result receives +1.

Example

A melee attack uses multiple dice rolls to determine outcome:

Step Name Explanation Calculation Outcome
1. Connecting Accuracy (ACC) How accurate the strike is 1d20 + Agility (AG) + Hit bonuses ACC > DV = hit, continue.
ACC < DV = miss, end.
Dodge (○DV) How evasive the target is 1d20 + DV + Dodge Bonuses
2. Penetrating Penetration (PV) How well the weapon cuts through armor Pen. stat + Pen. Bonuses + Situational Bonuses + Move Bonuses PV > AV = damage, continue.
PV < AV = no damage, end.
Armor (♦AV) How well the armor blocks weapons Armor Stat + Skill Bonuses + Shield bonuses
3. Inflicting Damage (♥DMG) How much damage is dealt (Base DMG * [n]d[f] + DMG Bonuses) * (RES / 100) Outcome is health lost.
Resistances (RES) How much damage is reduced

See Also