Dice roll: Difference between revisions

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* For example: 2d6 means outcome is determined by two (2) dice (d) that are six-sided (6).
* 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).
* 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 the 2d2 output is then multiplied by 4.
* 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.  
* Any following addition is done finally: 2d2+1 means 2d2 is rolled and then the result receives +1.


==Example==
==Example==
===General===
 
A melee attack uses multiple dice rolls to determine outcome:
A melee attack uses multiple dice rolls to determine outcome:
{| class="wikitable"  
{| class="wikitable"  
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! Outcome
! Outcome
|-
|-
| rowspan="2" | Connecting
| rowspan="2" | 1. Connecting
| Accuracy (ACC)
| [[Accuracy]] (ACC)
| How accurate the strike is
| How accurate the strike is
| 1d20 + Agility Stat + Hit Bonuses
| 1d20 + [[Agility]] (AG) + [[Hit bonus]]es
| rowspan="2" | ACC > DV = hit, continue.<br/>ACC < DV = miss, end.
| rowspan="2" | ACC > DV = hit, continue.<br/>ACC < DV = miss, end.
|-
|-
| [[Dodge (DV)]]
| [[Dodge]] ({{DV}}DV)
| How evasive the target is
| How evasive the target is
| 1d20 + Dodge Stat + Dodge Bonuses
| 1d20 + DV + Dodge Bonuses
|-
|-
| rowspan="2" | Penetrating
| rowspan="2" | 2. Penetrating
| [[Penetration (PV)]]
| [[Penetration]] ({{PV}}PV)
| How well the weapon cuts through armor
| How well the weapon cuts through armor
| Pen. stat + Pen. Bonuses + Situational Bonuses + Move Bonuses
| Pen. stat + Pen. Bonuses + Situational Bonuses + Move Bonuses
| rowspan="2" | PV > AV = damage, continue.<br/> PV < AV = no damage, end.
| rowspan="2" | PV > AV = damage, continue.<br/> PV < AV = no damage, end.
|-
|-
| [[Armor (AV)]]
| [[Armor]] ({{AV}}AV)
| How well the armor blocks weapons
| How well the armor blocks weapons
| Armor Stat + Skill Bonuses + Shield bonuses
| Armor Stat + Skill Bonuses + Shield bonuses
|-
|-
| rowspan="2" | Inflicting
| rowspan="2" | 3. Inflicting
| [[Damage]] (DMG)
| [[Damage]] ({{heart}}DMG)
| How much damage is dealt
| How much damage is dealt
| rowspan="2" | (Base DMG * ndf + DMG Bonuses) * (RES / 100)
| rowspan="2" | (Base DMG * [n]d[f] + DMG Bonuses) * (RES / 100)
| rowspan="2" | Outcome is health lost.  
| rowspan="2" | Outcome is health lost.  
|-
|-
| [[Resistances]] (RES)
| [[Resistances]] (RES)
| How much damage is reduced
| How much damage is reduced
|}  
|}


==See Also==
==See Also==
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* [[Ranged combat]]
* [[Ranged combat]]


{{Mechanics Navbox}}
[[Category:Mechanics]]
[[Category:Mechanics]]
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