Editing System grab-bags:Dice-based
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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 | + | ==Critical success / failure== |
− | If a certain number | + | 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 | + | Game examples: Dungeons & Dragons, 3rd and 3.5th editions. |
===Exploding dice=== | ===Exploding dice=== |