Dice: Difference between revisions
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== Dice Types == | == Dice Types == | ||
Dicey Dangers uses colour-coded dice, each with its own success threshold and special effect. Dice fall into three categories: | Dicey Dangers uses colour-coded dice, each with its own success threshold and special effect. Dice fall into three categories: Standard Dice], Element / Specialty Dice, and [[Threat Dice]]. | ||
=== Standard Dice === | === Standard Dice === | ||
Latest revision as of 01:33, 26 May 2026
| Dicey Dangers, Core Rule | Game by Joel Hills |
| Core Rule Book | |
|---|---|
Dice
Dice are the primary resolution mechanic in Dicey Dangers. Understanding which dice to roll, what counts as a success, and how special dice behave is essential before playing any adventure.
Dice Notation
Dicey Dangers primarily uses six-sided dice (d6), but some tables and skill checks require one of the standard seven polyhedral dice. A die is indicated with a lowercase "d" followed by the number of its sides — for example, d6 (six sides) or d20 (twenty sides).
Special Dice Combinations
- d10
- The face marked "0" represents 10, not zero.
- d100 (Percentile)
- Roll two d10s. One die represents the tens digit and the other represents the ones digit. A result of double-0 equals 100.
- d66
- Similar to percentile dice, but using two d6s. This gives a range of results from 11 to 66. The first die is the tens digit and the second is the ones digit.
Dice Types
Dicey Dangers uses colour-coded dice, each with its own success threshold and special effect. Dice fall into three categories: Standard Dice], Element / Specialty Dice, and Threat Dice.
Standard Dice
| Die | Name | Success On | Special Rule |
|---|---|---|---|
| White – Standard | 5 or 6 | A roll of 1 generates one Threat Die (Black die). |
Element / Specialty Dice
These dice are gained through items, class abilities, or heritage traits and add elemental power to attacks and defenses.
| Die | Name | Success On | Special Rule |
|---|---|---|---|
| Red – Fire | 5 or 6 | On a success, roll an additional Red die and add the result. Keeps cascading as long as successes are rolled. | |
| Orange – Energy | 5 or 6 | On a success, re-roll any die showing a 1 in the pool. | |
| Yellow – Electric | 5 or 6 | Attack: On a success, the result ignores one White defense die. Defense: On a success, add one hit to the defense result. | |
| Green – Acid / Poison | 6 only | On a success, the result is locked in as a fixed value for the remainder of the challenge — it cannot be re-rolled or negated. | |
| Blue – Cold | 4, 5, or 6 | Cold seeps into the bones and slows every motion. On a success, remove one Threat Die from the current pool. The chill extinguishes a monster's surge before it can strike. | |
| Purple – Magic | 3, 4, 5, or 6 | Magic bends the rules of the world itself. On a success, cancel the effect of one Threat Die currently in play the arcane force unravels the monster's special ability before it can take hold. |
Threat Dice
| Die | Name | How Generated | Effect |
|---|---|---|---|
| Black – Threat | Created when a White die rolls a 1 | Used by monsters for special attacks and abilities. See the Monster Table for specific Threat Die effects. Threat Dice are removed from the pool once used. |
Quick Reference
| Die Colour | Type | Succeeds On | Special Effect Theme |
|---|---|---|---|
| Standard | 5–6 | Baseline; generates Threat on 1s | |
| Fire | 5–6 | Amplification; cascades on success | |
| Energy | 5–6 | Forgiveness; softens bad rolls (re-roll 1s) | |
| Electric | 5–6 | Disruption; bypasses/adds to defense | |
| Acid/Poison | 6 only | Persistence; locks result in permanently | |
| Cold | 4–6 | Chill: remove one Threat Die from the current pool | |
| Magic | 3–6 | Nullify: cancel the effect of one Threat Die | |
| Threat | N/A | Monster special attacks; see Monster Definition |