Using Dice
Dice have been used
in roleplay games for a long time. Games such as Dungeons &
Dragons(tm), RuneQuest (tm) and many others use dice to add some
randomness to situations a character may face. Historically dice
were used to adjust a characters statistics so that when a
confrontation or task was encountered, the dice and the
characters statistics could be used to decide the outcome.
Dark-Radiance does not use character statistics of any kind. It
is free form role play, so if a character is loosing an
encounter, it is up to them to do so graciously. It is up to the
characters to role play all encounters as they see fit. There
are times when using dice can be appropriate. When characters
are evenly matched in some skill, then after a good role play of
the confrontation using dice to determine the outcome is great.
In fact, anytime a decision need to me made and there is no
compelling reason to decide one way of another, use dice and
role play whatever happens.
Using Dice
The Dark-Radiance HUD has a built in dice roller. Whenever starting an encounter with one or more characters, decide early on if dice are to be used and agree upon what methods will be used to determine the winner. Use IMs between characters to setup this interaction early in the encounter. Trying to switch to using dice after the encounter has been going on for a while (especially if your character is not doing well), is simply not good gaming. Dice are recommended for use when players try to perform actions on themselves, the world around them, and other players. A Action Rolls, defined below is used on other players. The Skill Roll is used for all remaining types of actions. Creating and performing magical spells is covered in the xxx section. If the characters agree to another method to determine success, great. Do what you want and have fun. Dice can be used for all kinds of things in roleplay, the following list are some suggestions.
Action Rolls
There are several ways to determine the winner of an encounter, but easiest and simplest is "highest roll" wins, this is called an "action roll". In an encounter, one character posts their attempted action and does a dice roll. The other character (whom the action is performed on) does a counter-roll. If the first dice roll was higher than the counter-roll, then that action is a success. If the counter-roll was higher the action failed. Example of "highest roll" encounter: Dirk Darkly: Dirk runs forward, enraged and swings his sword at Nog. Dirk Darkly: rolls 3D6, values 2,6,1 9 total Nog: rolls 3D6 values 2,1,5 8 total Nog: Nog is struck down. Nog: At the last moment, Nog draws a knife and attempts to stab Dirk's thigh. Nog: rolls 3D6 values 2,1,1 4 total Dirk Darkly: rolls 3D6 values 3,4,1 8 total Dirk Darkly: Scoffs at Nog's pitiful attempt... Skill Rolls
Skill rolls are used when you want to perform an action, cast a spell, perform some feat, etc. Generally you will have some type of training or skill in doing the action, so these rolls are referred to as "Skill Rolls". An skill roll is only used to determine the success or failure of an action your character performs on themselves or on an inanimate object. Skill roles are not used to perform an action on another player. There are three types of skill rolls, easy, moderate, and difficult. Easy Roll
More examples of using the
dice:
Example: Getting drunk (does not need to be a local roll) can be an easy, moderate or hard action depending on your character. For Nog, getting drunk is a moderate action. Nog: :rolls 3D6. values = 3, 6, 6. 15 total This would have Nog being drunk, if Nog had rolled an 18 they would be completely wasted. Example: The vampire Morgan tried to use their Animalism discipline to call rats to them, a difficult action for them. Morgan: rolls 3D6. values = 6, 5, 5 16 total Morgan managed to call the rats to him. a success. Example: Jumping over a mud puddle. (Easy action) Nog: :rolls 3D6. values = 1, 1, 2. 4 total This has you failing, but not epically. Maybe you splashed yourself but didn't fall down. What Dice to
Use?
Different table top roleplay have used many, many different kinds of dice. Rolling a single dice gives an even statistical distribution for each face value. Using a six sided dice, gives a 1 in 6 change (16.6%) of rolling any value. Generally not very interesting. Rolling two or more of the same type of dice and summing the result gives a more bell shaped curve of possibly sums. Most rolls will be in then middle of the range of values and only a few roles will sum to the highest or lowest values possible. For example rolling three six sided dice and summing them has 216 different ways the dice can sum. Here is the breakdown: 3D6 sum 3 in 1 way (0.46%) 3D6 sum 4 in 3 ways (1.39%) 3D6 sum 5 in 6 ways (2.78%) 3D6 sum 6 in 10 ways (4.36%) 3D6 sum 7 in 15 ways (6.94%) 3D6 sum 8 in 21 ways (9.72%) 3D6 sum 9 in 25 ways (11.57%) 3D6 sum 10 in 27 ways (12.50%) 3D6 sum 11 in 27 ways (12.50%) 3D6 sum 12 in 25 ways (11.57%) 3D6 sum 13 in 21 ways (9.72%) 3D6 sum 14 in 15 ways (6.94%) 3D6 sum 15 in 10 ways (4.63%) 3D6 sum 16 in 6 ways (2.78%) 3D6 sum 17 in 3 ways (1.39%) 3D6 sum 18 in 1 way (0.46%) For example, it is much harder to a 3, 4, 17, or 18 than most other numbers (only a 3.7% chance). Using the sum of multiple dice is very useful in role play, since when players are evenly matched, summing multiple dice and comparing the two outcomes will result in a fairly even competition. In roleplay games usually the highest possible and lowest possible role denote that a player either won or lost in some spectacular manner, roleplay games use this to increase the RP drama. Say a player A and player B use 3D6 to determine if player A hits player B. The players roll 9 and 3 respectively. Player A won, but since player B "failed spectacularly", they could roleplay that Player A's hit, broke players Bs nose, blood all over the place, etc. (you get the idea) Just use your imagination when you win or loose a dice roll spectacularly! Recommended
Dice Setting:
At Dark Radiance, the recommended setting for dice is 3D6. It is felt that this give a good distribution of values, but the still gives enough chances to roll value at the low and high ends. |