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411 समाचार
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411 REFERENCE · Wikibooks

Game of Games/Game Mechanics/Dice

Reference material by Wikibooks contributors. This retains its source identity and is not 411 news reporting.

Base Dice There are a vast array of dice available on the market today, but with the exception of the classic D10, they all have one major flaw, as they don’t have a zero result. In order to avoid needing custom dice, simply replace the highest result with a “0”, that in effect turns the classic six sided dice into a D5 (0, 1, 2, 3, 4, 5) Sides Same Min Average Max Modification Gap Name 6 3 0 0.5 1 Replace 6, 5 with 1 and 4, 3, 2 with 0 D01 6 2 0 1 2 Replace 6, 5, 4, 3, with 0, 0, 1, 2 D02 8 2 0 1.5 3 Replace 7, 8 with 0 and 4, 5, 6 with 1, 2, 3 D03 10 2 0 2 4 Replace 5, 6, 7, 8, 9 with 0, 1, 2, 3, 4 D046102.55Replace 6 with 0 D0581/20360, 0, 2, 2, 4, 4, 6, 61D3x2D06 8 1 0 3.5 7 Replace 8 with 0 D07101/20480, 0, 2, 2, 4, 4, 6, 6, 8, 81D4x2D0810104.59 D09 6 1/2 0 5 10 0, 2, 4, 6, 8, 101 D5x2D10 12 1 0 5.5 9 Replace 12 with 0 D11101/306120, 0, 3, 3, 6, 6, 9, 9, 12, 122D4x3D1281/207140, 2, 4, 6, 8, 10, 12, 141D7x2D1461/307.5150, 3, 6, 9, 12, 152D5x3D15101/408160, 0, 4, 4, 8, 8, 12, 12, 16, 163D4x4D16101/209180, 2, 4, 6, 8, 10, 12, 14, 16, 181D9x2D1820109.519Replace 20 with 0 D1961/4010200, 4, 8, 12, 16, 203D4*5D2081/3010.5210, 3, 6, 9, 12, 15, 18, 212D7x3D21121/2012240, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 241D11x2D2261/5012.5250, 5, 10, 15, 20, 254D5x5D2561/10025500, 10, 20, 30, 40, 509D5x10D50101/10045900, 10, 20, 30, 40, 50, 60, 70, 80, 909D9x10D90 Dice Description Terminology: Sides: the number of sides on a dice Same: the number of sides with the same result Min: Minimum Dice Roll Result Max: Maximum Dice Roll Result Average: Average Dice Roll Result Modification: Changes to a standard dice Gap: Dice size to allow for all possible results (maximum result), to be rolled and added if the maximum result hasn't been rolled. Name: That's how the Dice is referenced Extended and Combined Efforts Additional Rolls using Base Dice, every time an additional dice is added to the result there is a penalty (-1, -2, -5, -10, ...) so results can actually become worse. The same applies for collaboration, and depending on the circumstances efforts additional contributes get a penalty to overcome So you need standard 6, 8, 10, 12 and 20 sided dice, and will have the following dice sizes available 1, 2, 3, 4, 5, 7, 9, 11, 19 Risk and Reward In general there are two type of dice, reward and risk. Rewards are added to the result and risk substracted. A characters skills, abilities, equipment, etc … make up the reward dice, and there can be factors increasing risk, the opponents skill, environmental factors, or additional risks taken. There are multiple risks and multiple reward outcomes depending on the challenge. For example in melee combat reward can be harming the opponent, and the risk is being harm oneself, but additional rewards could be Style (to impress the onlookers), and a risk could be extra force (possible resulting in negative positioning or loss of energy). The following graph shows the distribution (based on the Monte Casino Model) of a Reward of 9, and Risk of 3: Multiplier Dice Positive Multiplier dice do not start with 0 but 1 D9 x D9 = 81 Sides Same Min Average Max Dice FacesGap Name 6 2 0 1 2 0, .5, 1, 1.5, 2.5 M21010120, .25, .5, .75, 1, 1, 1.25, 1.5, 1.75, 2.25M280, 1/8, 1/4, 1/3, 1/2, 1, 2, 4 Additional Factors There is a statistical difference between 9 x D01 and one D09 Momentum of highest results (or above average) Expertise allows to use multiple dice and take the highest results and lack of experience the lowest Counter Risk Dice Open ended rolls? (Separate dice to indicate of open ended is happening) Gap Rolls for increased granularity (if needed)