Editing System grab-bags:Dice-based

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Game examples: Earthdawn.
 
Game examples: Earthdawn.
  
==Average dice==
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==Median 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.
 
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==
 
==Multiple dice==
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===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.
 
 
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).
 
 
Game examples: Donjon (using 20-sided 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.
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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===
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==Exploding dice==
==== Roll again====
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=== Roll again===
  
 
On rolling a certain number, the dice may be rolled again, and re-rolled for as long as the ”exploding” number keeps coming up. Each roll contributes more to the total.
 
On rolling a certain number, the dice may be rolled again, and re-rolled for as long as the ”exploding” number keeps coming up. Each roll contributes more to the total.
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Examples: On an attribute + D10 roll, the player rolls a 0. She adds 10 to her total and rolls the dice again, coming up with another 10, after which she gets a 3 - netting a total sum of 23. In a WoD-style dice pool roll, the player rolls two 0's, which net him one success each and allow him to reroll them.
 
Examples: On an attribute + D10 roll, the player rolls a 0. She adds 10 to her total and rolls the dice again, coming up with another 10, after which she gets a 3 - netting a total sum of 23. In a WoD-style dice pool roll, the player rolls two 0's, which net him one success each and allow him to reroll them.
  
==== Roll again and multiply====
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=== Roll again and multiply===
  
 
As above, but the ”exploding number” itself isn't added to the total - instead, each time it is rolled, it increases a multiplier that will be applied to the final roll.
 
As above, but the ”exploding number” itself isn't added to the total - instead, each time it is rolled, it increases a multiplier that will be applied to the final roll.
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Game examples: Ars Magica.
 
Game examples: Ars Magica.
  
===Extra effects===
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==Extra effects==
  
 
If a certain number is rolled, the character manages to do something extra on the side, though the roll itself may still be a failure.
 
If a certain number is rolled, the character manages to do something extra on the side, though the roll itself may still be a failure.
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==Wild die==
 
==Wild die==
 
[[Category:System grab-bags]]
 

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