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Random stuff mostly. Once a week maybe I'll post a short story (no longer 'usually untitled') that just pops into my head, written on the fly. Comments are encouraged. Share thoughts, questions, and maybe even write your own continuances.
d20 Gaia!
So I've decided to start using dice in some of my characters... mainly because it's there but partly because no move is successful 100% of the time... and even if the opponent dodges the move itself was successful, as was their reflex roll for evade (^.^)

Here's some common dice rulings.
    Chance Rolls
  • d20 x>10, 20++ - This ruling is a simple d20 chance roll. A 10 or higher is a success, a 20 is a critical success. Critical success typically implies that no matter what happens to the target of the action, some effect will be achieved. In the case of trying to create an object or solve a problem, or throw a dart... a critical success implies a moment of brilliance. Perfect solution just suddenly pops into your head, the way to build whatever you're trying to make just becomes apparent to you, the dart hits the bullseye despite your 'friend' kicking you in the back of the leg. Some actions are more difficult, and the required rating for a success would change accordingly.
    Saving Rolls
  • d20 +/-B, x>y - Saving rolls are a form of chance roll, using a d20 as the base and adding or subtracting a modifier based on a character's stats. An example would be a Reflex Saving Roll, where a character that just stepped on a trap door is trying to grab the edge. They have a dexterity of 17 and an intelligence of 15 for an average of 16, which divided by eight (element of surprise lessens modifier) results in +2. The roll is a 13, and the DM has decided a success in this case should be at least 15. The +2 gives our character a complete success, but not particularly spectacular. The actual action could be anywhere from catching the edge to leaping back at the last second... but it would've failed had the saving roll been a miss.
    Limited Max Rolls
  • dx+y mz - Limited max rolls involve an 'mz' where the M stands for maximum and the z is the upper limit, anything higher is rounded down. In the example of d10+1 m10 the minimum roll is 2, and the 'm10' means the maximum result is a 10. You could apply this to a d20 roll as well, or add multiple dice together (3d5 m12 for example) but the general idea of setting a 'maximum' is to restrict the roll. Maximum values are typically reserved for duration rolls (d10+1 m10 turns/seconds/whatever)
    Accuracy Rolls
  • dx acc - A die is rolled for accuracy with a bow (or thrown weapon), in the case of a d6 6 would be a direct hit and 1 a miss. Say your target is three feet wide at fifty yards with a bow - 6 is bullseye (assuming that's your target), 3 is in the white ring (about half the radius out), 2 is grazing the edge and a 1 is a complete miss. (thank you .deadbatteries.)
    Damage rolls
  • xdy +/-z - A damage roll can be done with any combination of dice, but only really matters in the case of numeric or percentile health/stamina/durability statistics.
    Statistic rolls
  • xdy - Again only really applicable in the range of numeric or percentile statistics, a statistic roll would be done for the sake of base stat, temporary modifiers, or raise/lower from training. Typical basic stat roll is 3d6 +racial/class bonuses (taken from most recent D&D rulebook).


As a general note, a basic d20 chance roll should really be done for every major action taken in a fight. You can treat it however you like... 20 is a garaunteed hit, 10 is a hit unless the target rolls a higher success on their evade, below 10 the opponent can evade or block without any need for a defensive chance roll for example.






User Comments: [6] [add]
Kai_Arrein
Community Member
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commentCommented on: Sat Feb 10, 2007 @ 06:10pm
Work in progress. Suggestions appreciated!

Updated! - Rulings reclassified as formula rather than specific examples.


commentCommented on: Sat Feb 10, 2007 @ 06:14pm
D20 Modern: GaiaOnline! Its should be a new DnD book! xD!

D20 Modern: GaiaOnline Player's Guide

D20 Modern: GaiaOnline Monster Manual

D20 Modern: GaiaOnline Dungeon and Gun Master's Guide

D20 Modern: GaiaOnline Erotic Fantasies Book.

All Version 3.5!

xD



Alarmingly Charming
Community Member
Zero Tiadahlo
Community Member
avatar
commentCommented on: Sat Feb 10, 2007 @ 06:26pm
    i'm stealing the idea:

    whenever Nami has a die roll, its a 6 sided die, and the closer to 6, the more accurate the arrow is.
    for the mulitple arrows, then mulitple dice.


commentCommented on: Mon Feb 12, 2007 @ 09:14pm
this should be helpful for when we finally get my guild started...when i finally get around to getting all the information typed out that we will need.



PrincessSophia
Community Member
Tristan The Brave
Community Member
avatar
commentCommented on: Fri Feb 16, 2007 @ 02:26am
Brilliant. Now you should introduce how to roll for stats, yes? Hopefully, this gets around on Gaia or something so all Roleplayers are on the same page when you start throwing dice at them.


commentCommented on: Mon Feb 19, 2007 @ 07:50pm
These are here for anyone to use as they see fit, just be sure to credit your source!

((If you got them from someone else that came up with them on their own, go ahead and credit them... but if you copy me I will know, and I will get you. twisted ))



Kai_Arrein
Community Member
User Comments: [6] [add]
 
 
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