Herein I muse about dice mechanics.
2d6 (Toonish)
- Traits range from 3–10
- Roll: 2d6 ≤ trait (+ modifiers)
- Double indicate an exceptional result
- In contests, the “better” result wins
(exceptional success > normal success > normal failure > exceptional failure)
d6 − d6 (similar to Feng Shui?)
- Traits range from 0–10
- Difficulties range from 0–10
- Roll: trait + d6 − d6 ≥ difficulty
- (Before rolling, declare which die is “positive” & which is “negative”.)
d% (BRP & Pendragon)
- Traits are rated 1–100
- Roll: d% ≤ trait (+ modifiers)
- For contests: The highest roll that doesn't fail wins
d5
This is verbose to explain, but it's actually pretty simple. (& it could use a better name.)
- If trait ≥ difficulty, success is automatic
- Roll 2d6
- Read 6s as zeros
- Drop the higher die
- If double-5s were rolled, roll again & add
- If total is ≥ difficulty, the attempt is a success
e.g. Trait = 3, difficulty = 10. Roll 2d6: 5 & 5. Roll again: 3 & 4. Drop the higher. Add 5 for the 1st roll & 3 for the 2nd roll to 3 for the trait for a total of 11. This is ≥ the difficulty, so the attempt is a success.
e.g. Trait = 3, difficulty = 4. Roll 2d6: 6 & 6, which is really: 0 & 0. 3 + 0 ≱ 4. The attempt fails.
d2 pool (Prince Valiant)
- Roll any sort of (normal, even-sided) dice
- Even is 1; odd is zero
- Roll a number of dice equal to skill level
- If all dice come up even, roll one bonus die
DP9 (Dream Pod 9)
- Roll a number of d6 equal to skill level
- Drop all but the highest
- Additional 6s add +1 each
- Attributes ranged from −5 to +5
Rule of 5 The Rule of 5 RPG
- Roll 2d6
- If the total ≥ 5: 1 success
- If the total ≥ 10: 2 successes
- If either die shows a 5: 1 success
You can have a total of 4 successes on one roll.
Probabilities:
| Successes | Chance | % |
| 0 | 6:36 | 16.7 |
| 1 | 16:36 | 44.4 |
| 2 | 11:36 | 30.6 |
| 3 | 2:36 | 5.6 |
| 4 | 1:36 | 2.8 |
last updated 10 months ago
#