Dice: Difference between revisions
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=== Element / Specialty Dice === | === Element / Specialty Dice === | ||
These dice are gained through items, class abilities, or heritage traits and add elemental power to attacks and defenses. | These dice are gained through items, class abilities, or heritage traits and add elemental power to attacks and defenses. They are used only for Combat rolls (Attack/Defense), never for ordinary Skill Checks, which are rolled with White dice only. | ||
A colored die's success counts toward the check's normal success total exactly like a White success. Its listed rider effect also happens, in addition, every time it succeeds. | |||
{| class="wikitable" style="width:80%;" | {| class="wikitable" style="width:80%;" | ||
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| 5 or 6 | | 5 or 6 | ||
| On a success, roll an additional Red die and add the | | On a success, roll an additional Red die and add its result. Keep rolling and adding while the new dice keep succeeding. Every Red success, including cascaded ones, counts toward the check's success total. | ||
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| 5 or 6 | | 5 or 6 | ||
| On a success, re-roll any die showing a '''1''' in the pool. | | On a success, re-roll any die showing a '''1''' in the pool. This denies the monster a Threat Die, since only a White 1 generates one. | ||
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| 5 or 6 | | 5 or 6 | ||
| | | A Yellow success counts as '''2 successes''' toward the check. | ||
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| 6 only | | 6 only | ||
| | | Once a Green die succeeds, that success '''locks in for the rest of the encounter''': it counts as an automatic success on every Attack and Defense roll from then on, without needing to be re-rolled. | ||
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| 3, 4, 5, or 6 | | 3, 4, 5, or 6 | ||
| Magic bends the rules of the world itself. On a success, ''' | | Magic bends the rules of the world itself. On a success, '''blocks 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. | ||
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| style="background:#ffe4e1;" | [[File:Dice-Red-Icon.png|30px]] Red || Fire || 5–6 || Amplification; cascades on success | | style="background:#ffe4e1;" | [[File:Dice-Red-Icon.png|30px]] Red || Fire || 5–6 || Amplification; cascades on success, all cascaded successes count | ||
|- | |- | ||
| style="background:#fff3e0;" | [[File:Dice-Orange-Icon.png|30px]] Orange || Energy || 5–6 || Forgiveness; softens bad rolls (re-roll 1s) | | style="background:#fff3e0;" | [[File:Dice-Orange-Icon.png|30px]] Orange || Energy || 5–6 || Forgiveness; softens bad rolls (re-roll 1s), denies Threat Dice | ||
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| style="background:#fffff0;" | [[File:Dice-Yellow-Icon.png|30px]] Yellow || Electric || 5–6 || | | style="background:#fffff0;" | [[File:Dice-Yellow-Icon.png|30px]] Yellow || Electric || 5–6 || Double count; a success counts as 2 successes | ||
|- | |- | ||
| style="background:#f0fff0;" | [[File:Dice-Green-Icon.png|30px]] Green || Acid/Poison || 6 only || Persistence; locks | | style="background:#f0fff0;" | [[File:Dice-Green-Icon.png|30px]] Green || Acid/Poison || 6 only || Persistence; locks in as a standing success on Attack and Defense | ||
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<!-- UPDATED: Purple summary --> | <!-- UPDATED: Purple summary --> | ||
| style="background:#f5e6ff;" | [[File:Dice-Purple-Icon.png|30px]] Purple || Magic || 3–6 || | | style="background:#f5e6ff;" | [[File:Dice-Purple-Icon.png|30px]] Purple || Magic || 3–6 || Block: blocks the effect of one Threat Die | ||
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* [[Monster Definition]] | * [[Monster Definition]] | ||
__NOTOC__ | |||
{{Template:Core Rule Footer}} | {{Template:Core Rule Footer}} | ||
[[Category:Core Rule]] | [[Category:Core Rule]] | ||
Latest revision as of 16:59, 4 September 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. They are used only for Combat rolls (Attack/Defense), never for ordinary Skill Checks, which are rolled with White dice only.
A colored die's success counts toward the check's normal success total exactly like a White success. Its listed rider effect also happens, in addition, every time it succeeds.
| Die | Name | Success On | Special Rule |
|---|---|---|---|
| Red – Fire | 5 or 6 | On a success, roll an additional Red die and add its result. Keep rolling and adding while the new dice keep succeeding. Every Red success, including cascaded ones, counts toward the check's success total. | |
| Orange – Energy | 5 or 6 | On a success, re-roll any die showing a 1 in the pool. This denies the monster a Threat Die, since only a White 1 generates one. | |
| Yellow – Electric | 5 or 6 | A Yellow success counts as 2 successes toward the check. | |
| Green – Acid / Poison | 6 only | Once a Green die succeeds, that success locks in for the rest of the encounter: it counts as an automatic success on every Attack and Defense roll from then on, without needing to be re-rolled. | |
| 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, blocks 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, all cascaded successes count | |
| Energy | 5–6 | Forgiveness; softens bad rolls (re-roll 1s), denies Threat Dice | |
| Electric | 5–6 | Double count; a success counts as 2 successes | |
| Acid/Poison | 6 only | Persistence; locks in as a standing success on Attack and Defense | |
| Cold | 4–6 | Chill: remove one Threat Die from the current pool | |
| Magic | 3–6 | Block: blocks the effect of one Threat Die | |
| Threat | N/A | Monster special attacks; see Monster Definition |
See Also