Item
| Dicey Dangers, Core Rule | Game by Joel Hills |
| Core Rule Book | |
|---|---|
Items
There are four basic categories of items in Dicey Dangers. They are: Apparel, Accessory, Handed Weapons, and Bag Items. There are a small number of Quest Items in the game, so they will be detailed later. The rest of the items follow a few simple rules that determine the abilities of items you find while adventuring.
Each item (except quest items) can have multiple modifiers to it. It is possible to find a Silver Tower Shield, or a Blazing Long Sword, or a Ring of Dragon Breath, or you will possibly find a Blazing Silver Long Sword of Dragon Breath.
There are five parts that make up Items. They are:
| Category:Element | Category:Material | Category:Attribute | Category:Base Item | Category:Spells |
|---|
An item consists of a Category:Base Item, and if randomly generated one or more of the following:
Naming Convention
When an item has multiple modifiers, its full name always follows the same order:
Element : Material : Attribute : Base Item : of Spell
Any modifier the item doesn't have is simply left out — the remaining parts close up around the gap rather than leaving a blank spot in the name. For example, a Long Sword with only a Material and a Spell suffix would read "Silver Long Sword of Dragon Breath" (Element and Attribute are skipped entirely, not shown as empty).
Category:Element
Element and Material modifiers only have a mechanical effect on items that carry an Attack or Defence value (Weapons and Armor) — the effect is tied to which combat stat the Base Item actually has, not to a "Weapon" or "Armor" label. If the item has an Attack value, an elemental modifier such as Blazing adds an additional
die of that element to the Hero's attack. If the item has a Defence value, the same modifier instead grants
resistance to that element. An item with neither value (most Accessory and Bag items) gains no mechanical effect from an Element modifier. There are six different elemental modifiers. They are Fire, Electric, Cold, Acid/Poison, Energy, and Magic.
Category:Material
Like Element, a Material modifier's mechanical bonus is tied to whichever combat stat the Base Item has. If the item has an Attack value, the Material's Attack bonus (and Success Bonus, if any) applies. If the item has a Defence value, the Material's Defence bonus (and Success Bonus, if any) applies instead — a single item never gets both. The Success Bonus is not a separate, independent bonus; it rides along with whichever of Attack or Defence the item carries. Additionally, a Material modifier contains a cost multiplier for the base item. For example, a Silver item that costs 15 gold pieces normally would be multiplied by 5 for a total cost of 75 gold pieces. Items with no Attack or Defence value (most Accessory and Bag items) still take the cost multiplier — they are just worth more, with no other mechanical effect.
- Rare Material
- Success Bonus
- Precious Material
Category:Attribute
Equipping an item with the Attribute modifier increases the specified Attribute of the character, regardless of the item's type. A Lucky Long Sword, for instance, would increase the Hero's Luck by 4.
Category:Base Item
The base item type and name.
Category:Spells
Any Category:Base Item can carry a Spell modifier (Suffix). Casting that spell requires having the item equipped, and the item has a limited number of Charges before the spell can no longer be cast.