Dice: Difference between revisions
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{{Template:Core Rule Header}} | {{Template:Core Rule Header}} | ||
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==Dice Labels== | ==Dice Labels== | ||
Dicey Dangers mostly uses six sided dice, but occationally it will ask you to use one of the 7 polyhedral dice. You will see what kind of die to roll indicated with a "d" and followed by a number indicatine the sides on a die. | Dicey Dangers mostly uses six sided dice, but occationally it will ask you to use one of the 7 polyhedral dice. You will see what kind of die to roll indicated with a "d" and followed by a number indicatine the sides on a die. | ||
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*When asked to roll a d100 or percentile dice, Roll 2 d10s one of them is used in the 10's position and the other one used in the 1s position, rolling double '0' whould mean "100" | *When asked to roll a d100 or percentile dice, Roll 2 d10s one of them is used in the 10's position and the other one used in the 1s position, rolling double '0' whould mean "100" | ||
*A d66 is similar to the percentile dice, but you would use 2 d6s giving a range of numbers from 11 to 66. | *A d66 is similar to the percentile dice, but you would use 2 d6s giving a range of numbers from 11 to 66. | ||
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==Standard Dice== | ==Standard Dice== |
Latest revision as of 15:00, 16 September 2024
Dicey Dangers, Core Rule | Game by Joel Hills |
Core Rule Book |
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Dice Labels
Dicey Dangers mostly uses six sided dice, but occationally it will ask you to use one of the 7 polyhedral dice. You will see what kind of die to roll indicated with a "d" and followed by a number indicatine the sides on a die.
- The "0" on a d10 means "10"
- When asked to roll a d100 or percentile dice, Roll 2 d10s one of them is used in the 10's position and the other one used in the 1s position, rolling double '0' whould mean "100"
- A d66 is similar to the percentile dice, but you would use 2 d6s giving a range of numbers from 11 to 66.
Standard Dice
White – Standard 6-sided Dice Success on a 5 or 6, Rolls of 1 Create a Threat Dice
Element / Specialty 6-Sided Dice
Red – Fire Dice Success on a 5 or 6 on success roll another Red dice and add results
Orange – Energy Success on a 5 or 6 reroll a 1
Yellow – Electric Success on Attack 5 or 6 ignores white defense die / Defense 5 or 6 adds a hit
Green – Acid/Poison Dice Success on a 6, remains as a fixed result for the remainder of the challenge.
Blue – Cold Dice Success on a 4, 5 or 6
Purple – Magic Dice Success on a 3, 4, 5 or 6
Black – Threat Dice – See Monster Table