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[[System_grab-bags:Main_page|System_grab-bags]] > Dice-based Resolution Systems
 
=Dice types=
 
==Set dice==
 
Roll a specific die or set of dice for every action of a given type.
 
===Single die===
 
Roll a single, specific die. The number it turns up is your result.
 
 
Example: You roll a d10. It comes up with a 6. Your result is 6!
 
 
Example Systems; D&D
 
===Multiple dice===
 
The player rolls a set number of dice and combines the generated numbers. Generally, this is done by simply adding them together.
 
 
Example: Roll 3d6. They turn up a 3, 4, and 6. Your result is 13.
 
 
Example Systems; GURPS
 
==EON style==
 
 
As explained by quoting_mungo.livejournal.com: ”Essentially, you roll three dice. Let's say you get 5,2,6. Remove the six. You have a total of seven. Now roll two more dice since you removed a six. Get 4 and 6. You have a total of eleven after you remove that six. Roll two more dice.  Etc until you get no more sixes. ”
 
 
Game examples: EON.
 
 
 
==Skill-based (Earthdawn)==
 
 
Roll a combination of dice depending on your skill.
 
 
Example: For instance, with skill 7 you roll 1d12, with skill 8 you roll 2d6, and with skill 9 you roll 1d8 + 1d6. With skill 100 you roll 4d20 + 6d10 + 4d8.
 
 
Game examples: Earthdawn.
 
 
==Average dice==
 
===Mean===
 
Roll multiple dice, add the numbers then divide by the number of dice. This number is the result.
 
 
===Median===
 
Roll three or more die. Use the median as the result.
 
 
===Mode===
 
Roll three or more die, the most frequently generated number is the result.
 
 
==Multiple dice==
 
 
==FUDGE dice==
 
 
 
=Resolution Mechanics=
 
=Resolution Mechanics=
 
===Target Number===
 
===Target Number===
 
Probably the most common mechanic in major games; a target number is established to which die results are compared. Many older games and most modern games use the Roll Over method of success, in which the generated number must exceed (or match) the target. Some games, especially older games like AD&D, used the Roll Under method where a roll which was less than (or equal to) the target indicated success.
 
Probably the most common mechanic in major games; a target number is established to which die results are compared. Many older games and most modern games use the Roll Over method of success, in which the generated number must exceed (or match) the target. Some games, especially older games like AD&D, used the Roll Under method where a roll which was less than (or equal to) the target indicated success.
* Roll-Over; D20, Star Wars, World of Darkness (variant).
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Roll-Over; GURPS, D20, Star Wars, World of Darkness (variant).
* Roll-Under; GURPS, AD&D (ability checks)
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Roll-Under; AD&D (ability checks)
  
 
===Non-Target===
 
===Non-Target===
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==Roll Types==
 
==Roll Types==
 
===Target===
 
===Target===
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====Dice pool (Sorcerer style)====
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The player rolls a certain number of dice. The GM also rolls a number of dice, depending on the difficulty of the task or the skill of the opponent. Both compare their highest numbers. The one with the lower roll loses, and all dice that the winner has higher than the loser's highest die are successes. If both players have the same highest die, set that die aside, and look at the next one. Repeat until there is a winner.
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Example: The player rolls 5 20-sided dice (4, 7, 9, 11, 12) and the GM rolls 4 20-sided dice (6, 12, 15, 18). The GM wins, with 15 and 18 being successes (since they're higher than 12, the player's highest result).
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Game examples: Donjon (using 20-sided dice)
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====Dice pool (Star Wars style)====
 
====Dice pool (Star Wars style)====
  
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====Dice pool (World of Darkness style)====
 
====Dice pool (World of Darkness style)====
A two-tiered target-number system, the player rolls a number of dice determined by their character. Each die that comes up with a number higher than the difficulty for this task (a target number) contributes one success- progress towards completing a task. The number of successes are then compared to another target to determine if the overall action is a success.
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The player rolls a certain number of dice. Each die that comes up with a number higher than the difficulty for this task contributes one success. The number of successes are then compared to the target.
  
 
====Number * die vs. target number====
 
====Number * die vs. target number====
  
The player rolls dice, and multiplies their result with some number. The total compared to the target number.
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The player rolls dice, and multiplies their result with some number. If the total is over some threshold (the ”target number”), the attempt succeeds.
  
 
====Number + die vs. target number====
 
====Number + die vs. target number====
  
The player rolls dice, and adds their result to some number (typically, the character's skill or attribute + skill). The total is compared to the target number.
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The player rolls dice, and adds their result to some number (typically, the character's skill or attribute + skill). If the total is over some threshold (the ”target number”), the attempt succeeds.
  
  
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Examples: Godlike, Wild Talents, Reign.
 
Examples: Godlike, Wild Talents, Reign.
  
====Dice pool (Sorcerer style)====
 
  
The player rolls a certain number of dice. The GM also rolls a number of dice, depending on the difficulty of the task or the skill of the opponent. Both compare their highest numbers. The one with the lower roll loses, and all dice that the winner has higher than the loser's highest die are successes. If both players have the same highest die, set that die aside, and look at the next one. Repeat until there is a winner.  
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=Dice types=
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==EON style==
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As explained by quoting_mungo.livejournal.com: ”Essentially, you roll three dice. Let's say you get 5,2,6. Remove the six. You have a total of seven. Now roll two more dice since you removed a six. Get 4 and 6. You have a total of eleven after you remove that six. Roll two more dice.  Etc until you get no more sixes. ”
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Game examples: EON.
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==Single die==
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Rie a single, specific die. The number it turns up is your result.
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Example: You roll a d10. It comes up with a 6. Your result is 6!
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==Skill-based (Earthdawn)==
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Roll a combination of dice depending on your skill.
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Example: For instance, with skill 7 you roll 1d12, with skill 8 you roll 2d6, and with skill 9 you roll 1d8 + 1d6. With skill 100 you roll 4d20 + 6d10 + 4d8.
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Game examples: Earthdawn.
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==Median dice==
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Roll three or more die. Use the median as the result.
  
Example: The player rolls 5 20-sided dice (4, 7, 9, 11, 12) and the GM rolls 4 20-sided dice (6, 12, 15, 18). The GM wins, with 15 and 18 being successes (since they're higher than 12, the player's highest result).
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==Multiple dice==
  
Game examples: Donjon (using 20-sided dice)
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==FUDGE dice==
  
 
=Minor variants=
 
=Minor variants=
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==Accumulating bonuses==
 
==Accumulating bonuses==
  
On a successful roll, a player may choose to let the roll contribute a bonus to his next roll, instead of having an immediate effect.
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On a successful roll, a player may choose to let the roll contribute a bonus to his next roll, instead of having an immeadite effect.
  
 
=== Extra bonuses===
 
=== Extra bonuses===
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Examples: On an attribute + D10 roll, a roll of 10 is considered a 12. In a WoD-style dice pool mechanic, each dice turning up a number above 6 contributes one success and each dice turning up a 10 contributes two successes.
 
Examples: On an attribute + D10 roll, a roll of 10 is considered a 12. In a WoD-style dice pool mechanic, each dice turning up a number above 6 contributes one success and each dice turning up a 10 contributes two successes.
  
==Critical Events==
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==Critical success / failure==
  
If a certain number, or range of numbers, is rolled special events occur. The most common is the critical success or critical failure. In these events the task automatically succeeds or fails, generally in a somewhat spectacular fashion, regardless of any other considerations.  
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If a certain number is rolled, the task automatically succeeds or fails (usually in a somehow spectacular fashion), regardless of any other considerations.  
  
 
Examples: On a D100 roll, 1-5 are critical successes and 95-100 critical failures. On a 2D6 roll, two ones is a critical failure, with two sixes being a critical success.
 
Examples: On a D100 roll, 1-5 are critical successes and 95-100 critical failures. On a 2D6 roll, two ones is a critical failure, with two sixes being a critical success.
  
===Botch dice===
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==Botch dice==
  
 
If the ”failure number” is rolled, the failure is not automatic. Instead, a variable number of dice are rolled - the worse the circumstances, the more dice. If any of them turns up the ”failure number”, the task fails. The more failure numbers, the worse the failure.
 
If the ”failure number” is rolled, the failure is not automatic. Instead, a variable number of dice are rolled - the worse the circumstances, the more dice. If any of them turns up the ”failure number”, the task fails. The more failure numbers, the worse the failure.
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Game examples: Ars Magica
 
Game examples: Ars Magica
  
===Confirm the critical===
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==Confirm the critical==
  
 
The success or failure is not automatic on rolling a certain number. The critical must be confirmed by making another roll: if that would have been an ordinary success, the roll was a critical.
 
The success or failure is not automatic on rolling a certain number. The critical must be confirmed by making another roll: if that would have been an ordinary success, the roll was a critical.
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Example: On an attack bonus + D20 roll, the player rolls a 19, indicating a possible critical. He rolls again, a 13, which combined with his attack bonus is enough to hit the enemy. This elevates the attack roll into a critical, dealing extra damage.
 
Example: On an attack bonus + D20 roll, the player rolls a 19, indicating a possible critical. He rolls again, a 13, which combined with his attack bonus is enough to hit the enemy. This elevates the attack roll into a critical, dealing extra damage.
  
Game examples: Dungeons & Dragons- 3rd and 3.5th editions.
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Game examples: Dungeons & Dragons, 3rd and 3.5th editions.
  
 
===Exploding dice===
 
===Exploding dice===
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Game examples: Unknown Armies.
 
Game examples: Unknown Armies.
  
==Flip-flopping==
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===Flip-flopping===
  
 
If using a method that generates a number with two digits, the digits may be exchanged, with 64 becoming 46 or vice versa.
 
If using a method that generates a number with two digits, the digits may be exchanged, with 64 becoming 46 or vice versa.
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Game examples: Unknown Armies.
 
Game examples: Unknown Armies.
  
==Roll and Keep==
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===Roll and Keep===
  
 
Used for systems where one rolls a dice pool combined from two different sources (for instance, attribute + skill). The player rolls the amount of die given by the pool, but only gets to keep an amount of dice that's determined by one of the pools.
 
Used for systems where one rolls a dice pool combined from two different sources (for instance, attribute + skill). The player rolls the amount of die given by the pool, but only gets to keep an amount of dice that's determined by one of the pools.
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Game examples: Five Rings, 7th Sea.
 
Game examples: Five Rings, 7th Sea.
  
==Wild die==
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===Wild die===
 
 
[[Category:System grab-bags]]
 

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