Information on Dice Rolls

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Information on Dice Rolls

Post by DeamonAndae19 on Thu Apr 26, 2012 7:08 am

Action Rolls:-

The outcome's of ALMOST ALL action's in the Global Game's are decided on rolls of the dice, different action's require different modifiers, and, depending on how many turns (Up to a maximum of 20 per 24 hour period per Game) you use on said action, multiple dice may be rolled.

Actions such as attacking, casting spells, and NPC interaction, require rolls of the dice, some actions require different steps, therefore, different numbers of dice to be rolled.

Example: Casting a spell. (Successful)

Action Result Action Result Outcome
Casting Spell Successful On Target Success Spell Successful

Example: Casting a spell. (Failure Method 1)

Action Result Action Result Outcome
Casting Spell Failure On Target N/A Failure

Example: Casting a spell. (Failure Method 2)

Action Result Action Result Outcome
Casting Spell Succesful On Target Failure Failure

As you can see, depending on the rolls, a spell can be Successful, and damage an enemy depending on the Damage roll.

However, if the first part of a multi-part Action fails, then the second roll is not performed, and the entire action fails, but, the first part can still be successful, and the action fails.

Note: Multi-part actions DO NOT take up multiple daily turns, as they are classed as performing a SINGLE action.

Success Rolls:-

Success rolls are the deciders for ALL actions, and they rely on stats such as Luck, Accuracy and Dexterity, and the method is different for each action, thus, a separate Notice will be posted detailing different action's and the method for each action, however, a physical attack will be used as an example here.

We'll use Humans for this example

The Attackers Base Accuracy is taken into account, so, 5.

A six sided dice is then rolled.

The two numbers are Multiplied together.


Attackers Base Accuracy - 5.

Dice Roll Result - 4.

Final Accuracy Value - 20.

The chance of success is then decided by the following method.

The Defender's Base Dexterity is used, still using the Human CS, the result would be 10.

That number is then Halved, resulting in 5.

A six sided dice is then rolled, and the result of the Speed-Dexterity equation is multiplied by the Dice result.


Defenders Base Dexterity - 10

Defenders Dexterity Multiplier - 5

Dice Roll Result - 3

Final Result - 15

Using this method, you should be able to see that the Attackers strike will be successful, damage is then calculated using the below method

Damage Rolls:-

Damage is calculated based on Attacker's Needed Stat, divided by 2, then a dice is rolled, multiplied by the halved stat.

Example: Player 1 attacks Player 2.

Attackers Base Strength - 10.

Attackers Strength Multiplier - 5.

Dice Roll Result - 3.

Final Attackers Damage - 15.

The defender then has a roll to decide on how much damage is absorbed, using the a similar method, Defenders Defence is divided by 3, a dice is rolled, and the two numbers are multiplied.


Defenders Base Defence - 9

Defenders Defence Multiplier - 3

Dice Roll Result - 4

Defenders Final Defence - 12

Using this method, the Attacker would deal 3 damage, if the final Defence rating is equal to or higher than the final Attack rating, 0 damage is dealt, this is all down to the roll of the dice.

At higher Class levels, and with certain skills/spells, more damage will be dealt, and this all depends on the Race in use, as each race has different statistic ratings, each race will be able to perform better in certain situations than the others.

Interaction Rolls:-

Actions such as Haggling/Bargaining while buying or selling, and trials will require a dice roll. ALL of these rolls, rely on your characters luck and Intelligence, and will follow the same ruling, making it a little easier to understand for staff and players alike.

The Ruling:-

Using the Human as an example, we shall take the Humans Base Luck and Base Intelligence, which stand at 15 Luck and 10 Intelligence.

The number is then Halved, changing the value to 7.5, which is then rounded UP to 8.

The characters Intelligence is also Halved, changing the value to 5.

The two numbers are added together, creating a whole value of 13.

Now, each shopkeeper has a different Modifier roll and an Influence rating, both of which will be stated before the Buying/Selling interaction, in this example we'll give the shopkeeper a Modifier of 3 and an Influence of 30.

Now, the CHARACTERS whole value is multiplied by the shopkeepers modifier, so, 13, multiplied by the modifier of 3, gives a value of 39.

This is higher than the Shopkeepers influence, meaning potential haggling.

A dice is then rolled, Even numbers are Successful Haggling, Odd numbers are Failed Haggling.

So, now to show an example of the staff rulling.


Buyers Base Luck - 15

Buyers Base Intelligence - 10

Buyers Halved Luck - 8 (Rounded from 7.5)

Buyers Halved Intelligence - 5

Final Buyer Modifier - 13

Shopkeepers Modifier - 3

Modifier Sum - 39

Shopkeepers Influence - 30

Dice Roll - 4

Outcome - Haggle successful, price dropped.

Actions that DO NOT require a Dice Roll:-

-General interaction, such as a conversation, or the viewing of an object.

These actions will take up your daily turns, but will not require a dice roll for success, damage, or modifier actions.
Greater Deamon
Greater Deamon

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