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BrioFRPG:General Mechanics
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==The Rolls== The only dice used in this system are 10 sided, 2d10 (a roll of two ten sided dice) is the most common roll in the game. Usually a number is added to this roll based upon the skill of the character. There are, however, a number of different ways in which the results of these numbers are used to produce results with different ranges. Range 2-20, the most common roll of 2d10 produces a bell curve with the following odds: {| border="1" cellpadding="2" cellspacing="0" |+ align=Left|Standard 2d10 roll Weighting |- ! style="background:#efefef;" |Roll Result | 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11 || 12 || 13 || 14 || 15 || 16 || 17 || 18 || 19 || 20 |- ! style="background:#efefef;" |Odds | 1% || 2% || 3% || 4% || 5% || 6% || 7% || 8% || 9% || 10% || 9% || 8% || 7% || 6% || 5% || 4% || 3% || 2% || 1% |} This is the most common roll just for the reason of this weighting which is useful in any number of ways. It is a quick easy way to determine results that will most commonly have a result somewhere in the middle range. Range 1-10, the easist and most basic roll of a single d10 obviously produces a value from 1 to 10 with a straight weighting of 10% each. This is also a roll which is commonly used to produce damage results or for chart references. Range 1-5, The simple divide by 2 mechanism, a roll of a single d10 and divide the result by 2 thus resulting in an evenly divided set of odds at each of the numbers 1-5. Range 2-10, Using the divide by 2 mechanism a weighted number ranging from 2-10 can be created. This is again useful in certian circumstances when such a weighting is quicker then a % roll, it is often also used in damage or chart rolls. The weighting is as follows. {| border="1" cellpadding="2" cellspacing="0" |+ align=left (1d10 / 2 + 1d10 / 2) Weighting |- ! style="background:#efefef;" |Resulting Value | 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 |- ! style="background:#efefef;" |Odds(Approx) | 4% || 9% || 13% || 17% || 19% || 17% || 13% || 9% || 4% |} Range 1-100, also known as the percentile roll, this is acomplished by rolling each of 2 10 sided dice seperatly (or having 2 dice of different colors to represent the differing significance). The first die represents the 10s colomn and the second die the 1s coloumn, this produces a useful straight percentage. Those are the essential basic rolls and how they create the ranges, weighted or not, that are used for the most part throughout the game. There are, however, times when other ranges with other weightings are useful, these are created simply by using the percentile roll and assigning specific ranges to specific values in a chart or by formula. For example, if we wished to create a weighted chart that created a bottom heavy 1-8 it might look something like this: {| border="1" cellpadding="2" cellspacing="0" |+ align=left |Weighted example of range 1-8 |- ! style="background:#efefef;" |Percentile Result | 1-15% || 16-30% || 31-45% || 46-60% || 61-70% || 71-80% || 81-90% || 91-100% |- ! style="background:#efefef;" |Resulting Value | 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 |} Although this system can't produce "any range" with "any weighting" exactly, it is the most accurate system we use and has the most range, and even it is used rarely.
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