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{{Template:Core Rule Header}} | {{Template:Core Rule Header}} | ||
== | {{Template:Core Rule Navigation|right}} | ||
==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 === | |||
{| class="wikitable" style="width:80%;" | |||
! style="width:60px;" | Die | |||
! Name | |||
! Success On | |||
! Special Rule | |||
|- | |||
| [[File:Dice-White-Icon.png|40px]] | |||
| '''White''' – Standard | |||
| 5 or 6 | |||
| A roll of '''1''' generates one [[Threat Dice|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. | |||
{| class="wikitable" style="width:80%;" | |||
! style="width:60px;" | Die | |||
! Name | |||
! Success On | |||
! Special Rule | |||
|- | |||
| [[File:Dice-Red-Icon.png|40px]] | |||
| '''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. | |||
|- | |||
| [[File:Dice-Orange-Icon.png|40px]] | |||
| '''Orange''' – Energy | |||
| 5 or 6 | |||
| On a success, re-roll any die showing a '''1''' in the pool. | |||
|- | |||
| [[File:Dice-Yellow-Icon.png|40px]] | |||
| '''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. | |||
|- | |||
| [[File:Dice-Green-Icon.png|40px]] | |||
| '''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. | |||
|- | |||
<!-- UPDATED: Blue – Chill effect added --> | |||
| [[File:Dice-Blue-Icon.png|40px]] | |||
| '''Blue''' – Cold | |||
| 4, 5, or 6 | |||
| Cold seeps into the bones and slows every motion. On a success, '''remove one [[Threat Dice|Threat Die]] from the current pool'''. The chill extinguishes a monster's surge before it can strike. | |||
|- | |||
<!-- UPDATED: Purple – Nullify effect added --> | |||
| [[File:Dice-Purple-Icon.png|40px]] | |||
| '''Purple''' – Magic | |||
| 3, 4, 5, or 6 | |||
| Magic bends the rules of the world itself. On a success, '''cancel the effect of one [[Threat Dice|Threat Die]] currently in play''' the arcane force unravels the monster's special ability before it can take hold. | |||
|} | |||
=== Threat Dice === | |||
{| class="wikitable" style="width:80%;" | |||
! style="width:60px;" | Die | |||
! Name | |||
! How Generated | |||
! Effect | |||
|- | |||
| [[File:Dice-Black-Icon.png|40px]] | |||
| '''Black''' – Threat | |||
| Created when a White die rolls a '''1''' | |||
| Used by monsters for special attacks and abilities. See the [[Monster Definition|Monster Table]] for specific Threat Die effects. Threat Dice are removed from the pool once used. | |||
|} | |||
== Quick Reference == | |||
{| class="wikitable sortable" style="width:80%; text-align:center;" | |||
! Die Colour !! Type !! Succeeds On !! Special Effect Theme | |||
|- | |||
| style="background:#f5f5f5;" | [[File:Dice-White-Icon.png|30px]] White || Standard || 5–6 || Baseline; generates Threat on 1s | |||
|- | |||
| style="background:#ffe4e1;" | [[File:Dice-Red-Icon.png|30px]] Red || Fire || 5–6 || Amplification; cascades on success | |||
|- | |||
| style="background:#fff3e0;" | [[File:Dice-Orange-Icon.png|30px]] Orange || Energy || 5–6 || Forgiveness; softens bad rolls (re-roll 1s) | |||
|- | |||
| style="background:#fffff0;" | [[File:Dice-Yellow-Icon.png|30px]] Yellow || Electric || 5–6 || Disruption; bypasses/adds to defense | |||
|- | |||
| style="background:#f0fff0;" | [[File:Dice-Green-Icon.png|30px]] Green || Acid/Poison || 6 only || Persistence; locks result in permanently | |||
|- | |||
<!-- UPDATED: Blue summary --> | |||
| style="background:#e0f0ff;" | [[File:Dice-Blue-Icon.png|30px]] Blue || Cold || 4–6 || Chill: remove one Threat Die from the current pool | |||
|- | |||
<!-- UPDATED: Purple summary --> | |||
| style="background:#f5e6ff;" | [[File:Dice-Purple-Icon.png|30px]] Purple || Magic || 3–6 || Nullify: cancel the effect of one Threat Die | |||
|- | |||
| style="background:#222; color:#fff;" | [[File:Dice-Black-Icon.png|30px]] Black || Threat || N/A || Monster special attacks; see [[Monster Definition]] | |||
|} | |||
== See Also == | |||
* [[Skill Check]] | |||
* [[Combat]] | |||
* [[Threat Dice]] | |||
* [[Monster Definition]] | |||
[[Category:Core Rule]] | |||
{{Template:Core Rule Footer}} | {{Template:Core Rule Footer}} | ||
__NOTOC__ | |||
[[Category:Core Rule]] | [[Category:Core Rule]] | ||
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 |