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 the 2d2 output is then multiplied by 4.
* 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.
===General===
A melee attack uses multiple dice rolls to determine outcome:
{| class="wikitable"
|- style="text-align:center;"
! Step
! Name
! Explanation
! Calculation
! Outcome
|-
| rowspan="2" | Connecting
| Accuracy (ACC)
| How accurate the strike is
| 1d20 + Agility Stat + Hit Bonuses
| rowspan="2" | ACC > DV = hit, continue.<br/>ACC < DV = miss, end.
|-
| [[Dodge (DV)]]
| How evasive the target is
| 1d20 + Dodge Stat + Dodge Bonuses
|-
| rowspan="2" | Penetrating
| [[Penetration (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)]]
| How well the armor blocks weapons
| Armor Stat + Skill Bonuses + Shield bonuses
|-
| rowspan="2" | Inflicting
| [[Damage]] (DMG)
| How much damage is dealt
| rowspan="2" | (Base DMG * ndf + DMG Bonuses) * (RES / 100)
| rowspan="2" | Outcome is health lost.  
|-
| [[Resistances]] (RES)
| How much damage is reduced
|}


Dice rolls are used for numerous mechanics aside from damage as well. These dice rolls usually have a [[Modifier]] added to the total.
==See Also==
* [[Melee combat]]
* [[Ranged combat]]


[[Category:Mechanics]]
[[Category:Mechanics]]

Revision as of 06:31, 31 January 2021

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 the 2d2 output is then multiplied by 4.
  • Any following addition is done finally: 2d2+1 means 2d2 is rolled and then the result receives +1.

Example

General

A melee attack uses multiple dice rolls to determine outcome:

Step Name Explanation Calculation Outcome
Connecting Accuracy (ACC) How accurate the strike is 1d20 + Agility Stat + Hit Bonuses ACC > DV = hit, continue.
ACC < DV = miss, end.
Dodge (DV) How evasive the target is 1d20 + Dodge Stat + Dodge Bonuses
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
Inflicting Damage (DMG) How much damage is dealt (Base DMG * ndf + DMG Bonuses) * (RES / 100) Outcome is health lost.
Resistances (RES) How much damage is reduced

See Also