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The Dice and Their Applications
The Dice and Their Applications
The
Incredible Six-Sided Die
A
six-sided die, or a “D6”, can represent 1 through 6. It can also
represent a “d2” where an odd result represents a “1” and the
even result represents a “2.” It can also be used as a “d3”
where 1,2,3 equal those numbers while the 4,5,6 subtract 3 from the
result.
So
a single D6 can be used as a d2
or a d3
or as D6.
Multiple d2s or d3s can be used to increase the range of possible
outcomes.
Two
Six-Sided Dice (“2D”)
Two
Six-Sided Die is the most commonly used convention for the Red Bat
system. Saving Rolls, as mentioned in the introduction, are
accomplished by the player rolling 2D. Except for the result of a “1”
and “2”, the integers on the two dice are added together. It
should be noted that a “1&2” result is a Critical
Failure
in game mechanics. That is a result that is a failure regardless of
whatever number was needed to succeed but more on that later.
The "7" means nothing special in this system |
Multiple
Dice
Usually
when determining damage, more than two dice are listed to be rolled.
If there are three dice, these will be referred to as 3D.
Four equals 4D.
A 5D
means five six-sided dice. And this goes on. The number of six-sided
dice required is the number next to a capital letter D.
The
ASTRO Rule
Now
when using multiple dice from d2
to 1,000,000D,
when the are added together, when all of the results are the same,
those numbers are added together. The roller then gathers up all the
dice and rolls them again and adds those results to the total result.
This can go on for as long as the results are all the pips on the
various dice. This is the “All
Same? Terrific! Roll On!”
rule, or as mentioned above the ASTRO
rule.
Not only does this mechanic allow for a great range of success in Saving Rolls and damage scores, this is the counter to the Critical Failure roll. While specific benefits of an ASTRO result are usually only numerical, it is a quick way of earning XP and building the PC Stats up.
Not only does this mechanic allow for a great range of success in Saving Rolls and damage scores, this is the counter to the Critical Failure roll. While specific benefits of an ASTRO result are usually only numerical, it is a quick way of earning XP and building the PC Stats up.
D55
and
the Devil’s Dice
Sometimes
a multitude of resulting choices enhance a role-playing game. A lot
of RPG games will include two ten-sided dice and use them to come up
with up to one hundred results. While six-sided dice have only a 1
through 6 range they can still be used to develop lists of incredible
sizes when applied in the fashion described here. It
should be noted that ASTRO does not apply for this type of randomizer
mechanism.
For the D55 the player or GM rolls two sided dice (2D). The first result is the tens digit. The second result is the singles digit. The resulting integer will be from eleven to sixty-six, this means that there are up to fifty-five possible outcomes. Sure this is not one hundred or even near that number. Well, then let’s talk about commitment.
For the D55 the player or GM rolls two sided dice (2D). The first result is the tens digit. The second result is the singles digit. The resulting integer will be from eleven to sixty-six, this means that there are up to fifty-five possible outcomes. Sure this is not one hundred or even near that number. Well, then let’s talk about commitment.
If
the RPG player, the RPGer, needs more than fifty-five results, why
stop at one hundred results? How about D555,
the
Devil’s Dice?
Using three six-sided dice (3D) the results go from 111 to
666!
Does the list required really need over a few dozen entries? And this
sort of random matrix can keep going as long as there are six-siders
laying around the tabletop. The D6 is more than capable of handling
the demand, but does the scripting GM have the commitment to meet the
D6 potential when wanting to make lists?
“The
Quick” Way of Doing Things
As Player-Characters progress their Stats will increase to some pretty impressive numbers. Then instead of coming up with all sorts of pages worth of rules to covering this expansion of possibilities of potential SR-requiring rolls, Red Bat wants to keep things simple. So at any time that the player wants to, they can take all the Stats that their PC has and add them together. This is that Character’s “Quick” rating. The player divides the total by ten and may round up to determine how many dice are to be used in a Quick SR for success against an opponent with similarly high Stats as well.
As Player-Characters progress their Stats will increase to some pretty impressive numbers. Then instead of coming up with all sorts of pages worth of rules to covering this expansion of possibilities of potential SR-requiring rolls, Red Bat wants to keep things simple. So at any time that the player wants to, they can take all the Stats that their PC has and add them together. This is that Character’s “Quick” rating. The player divides the total by ten and may round up to determine how many dice are to be used in a Quick SR for success against an opponent with similarly high Stats as well.
This
score should not replace Attribute-based Saving Rolls. The Quick
rating is used for areas of narrative within a roleplaying session
that can be glossed over. Say a Character is stuck behind enemy lines
during a war awaiting to make contact with the rest of the PCs to
start a scenario. The GM can develop Stats for the Group/Organization
that is the opposing side (see optional group rules) and the hiding
PC can roll their Quick versus its ABILITY score. This will determine
the tone of things during the time. If the PC’s result is much
higher than enemy’s Stat, things went without a hitch. If the
result is lower, the other PCs may have to break the Character out of custody.
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