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[[File:Dice-Blue-Icon.png|40px]] Blue – Cold Dice Success on a 4, 5 or 6
[[File:Dice-Blue-Icon.png|40px]] Blue – Cold Dice Success on a 4, 5 or 6


[[File:Dice-Green-Icon.png|40px]] Green – Acid/Poison Dice Success reroll 3 & 4, otherwise remains as a fixed result for the remainder of the challenge.
[[File:Dice-Green-Icon.png|40px]] Green – Acid/Poison Dice Success on a 6, remains as a fixed result for the remainder of the challenge.


[[File:Dice-Yellow-Icon.png|40px]] Yellow – Electric Success on Attack 5 or 6 ignores white defense die / Defense 5 or 6 adds a hit
[[File:Dice-Yellow-Icon.png|40px]] Yellow – Electric Success on Attack 5 or 6 ignores white defense die / Defense 5 or 6 adds a hit

Revision as of 06:02, 1 August 2021

Dicey Dangers, Core Rule Game by Joel Hills

Standard Dice

Dice-White-Icon.png White – Standard 6-sided Dice Success on a 5 or 6, Rolls of 1 Create a Threat Dice Dice-Black-Icon.png

Element / Specialty 6-Sided Dice

Dice-Red-Icon.png Red – Fire Dice Success on a 5 or 6 on success roll another Red dice and add results

Dice-Blue-Icon.png Blue – Cold Dice Success on a 4, 5 or 6

Dice-Green-Icon.png Green – Acid/Poison Dice Success on a 6, remains as a fixed result for the remainder of the challenge.

Dice-Yellow-Icon.png Yellow – Electric Success on Attack 5 or 6 ignores white defense die / Defense 5 or 6 adds a hit

Dice-Orage-Icon.png Orange – Energy Success on a 5 or 6 reroll on a 1 or 2

Dice-Purple-Icon.png Purple – Magic Dice Success on a 3, 4, 5 or 6

Dice-Black-Icon.png Black – Threat Dice – See Monster Table


CoreRuleIcon.png