Base Dice edit

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 D04
6 1 0 2.5 5 Replace 6 with 0 D05
8 1/2 0 3 6 0, 0, 2, 2, 4, 4, 6, 6 1 D3x2 D06
8 1 0 3.5 7 Replace 8 with 0 D07
10 1/2 0 4 8 0, 0, 2, 2, 4, 4, 6, 6, 8, 8 1 D4x2 D08
10 1 0 4.5 9 D09
6 1/2 0 5 10 0, 2, 4, 6, 8, 10 1 D5x2 D10
12 1 0 5.5 9 Replace 12 with 0 D11
10 1/3 0 6 12 0, 0, 3, 3, 6, 6, 9, 9, 12, 12 2 D4x3 D12
8 1/2 0 7 14 0, 2, 4, 6, 8, 10, 12, 14 1 D7x2 D14
6 1/3 0 7.5 15 0, 3, 6, 9, 12, 15 2 D5x3 D15
10 1/4 0 8 16 0, 0, 4, 4, 8, 8, 12, 12, 16, 16 3 D4x4 D16
10 1/2 0 9 18 0, 2, 4, 6, 8, 10, 12, 14, 16, 18 1 D9x2 D18
20 1 0 9.5 19 Replace 20 with 0 D19
6 1/4 0 10 20 0, 4, 8, 12, 16, 20 3 D4*5 D20
8 1/3 0 10.5 21 0, 3, 6, 9, 12, 15, 18, 21 2 D7x3 D21
12 1/2 0 12 24 0, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24 1 D11x2 D22
6 1/5 0 12.5 25 0, 5, 10, 15, 20, 25 4 D5x5 D25
6 1/10 0 25 50 0, 10, 20, 30, 40, 50 9 D5x10 D50
10 1/10 0 45 90 0, 10, 20, 30, 40, 50, 60, 70, 80, 90 9 D9x10 D90

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 edit

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 edit

Positive Multiplier dice do not start with 0 but 1 D9 x D9 = 81

Sides Same Min Average Max Dice Faces Gap Name
6 2 0 1 2 0, .5, 1, 1.5, 2 .5 M2
10 1 0 1 2 0, .25, .5, .75, 1, 1, 1.25, 1.5, 1.75, 2 .25 M2
8 0, 1/8, 1/4, 1/3, 1/2, 1, 2, 4

Additional Factors edit

  • 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)