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 Die Resolution

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Ion Raven
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PostSubject: Die Resolution   Tue Mar 15, 2011 12:04 pm

Before there were computers, people used dice. People still use dice, the common polyhedral dice used during roleplay are d4, d6, d8, d10, d12, and d20. The number after the d represents how many sides it has. I'm not going to get into the types of solids that the dice are or whether or not a computer's function for random is just a fake random, this post isn't about that.

This about the different types of die resolution systems

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PostSubject: D20   Tue Mar 15, 2011 12:14 pm

The D20 system. This is the system that uses a D20. There are however different versions of this. It used to be a roll under system where one rolls the die trying to roll under their attribute plus and minus bonuses and penalties, the stats varied from 3 to 18 so the d20 actually makes a lot of sense there.
Later versions of this have the attributes themselves changed into bonuses or penalties and the player is trying to roll above the check of whatever the situation calls for. Harder situations call for a higher check.

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PostSubject: D6 Hits   Tue Mar 15, 2011 12:25 pm

The system Shadowrun uses involves a lot of D6s. (Note: I'm going off of 4th edition) It's basically a pool of D6 and they add D6 based on their skill, attribute, bonuses or subtract from penalties. When the d6 are rolled, 5's or 6's they count as hits. How many hits over the target generally determine how well one succeeds. If half or more of the dice are 1s, then the player has a critical glitch. It's possible to get a critical glitch and a success at the same time in Shadowrun.

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PostSubject: Sanguine's System   Tue Mar 15, 2011 12:35 pm

The system in Iron Claw made by Sanguine; I don't know if there is a legitimate name for the system, but it's a fairly good one. For an attribute, instead of having a number, the player gets a die, anywhere from d4 to d12 (if it get's any higher it goes to d12&d4). Skills are also ranked in die sizes. Whenever a player does anything they take the dice supplied for their relevant skill and their relevant attribute and they roll all of them. Instead of adding, they take whatever is highest. As for the other side, they also have to roll (even if it's the tree being climbed). This makes it possible for anyone to do anything (unless the GM deems it impossible). Getting a 12 will let you know you succeeded while getting a 1 lets you know that you pretty much failed. Since a critical failure requires all dice to be a one, it will be less and less likely to fail as it should be.

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PostSubject: My System   Tue Mar 15, 2011 12:51 pm

The system I came up with is strongly based on Sanguine's system. Though it also has a lot of differences. It uses a die (d4 to d12) to represent the attributes, but the level of a skill determines how often one gets to roll. No skills mean one roll, while every level in a skill gets an extra roll. Like with Sanguine's system, the highest roll is taken. Attributes are extremely difficult to raise in comparison to skills. Since I plan to make a world where one does not "level up" it should be interesting I think.

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