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The Dice and TheirThe 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

Not only does this mechanic allow for a great range of success in Saving Rolls and damage scores, this is the counter to the

**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 “*” rule, or as mentioned above the***All Same? Terrific! Roll On!****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.
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

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*! 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?***666**
“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,

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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