See Previous post: Skills, Stats in Directive51 RPG
Welcome back to Directive51RPG – This post will expand on the previous and explain how we get to the dice used with the various stats in the system.
As stated before you’ll have points that you can allocate to the various skills, and these will in turn be used to roll for checks. Within Directive51RPG we aim to use more than just 1 type of type of dice.
Die? Dice? D-WTF?
If you’re not used to RPG of the Tabletop variety, you may have only come across the standard 6 sided dice. Die is used to refer to a singular item and plural is Dice.
Dice usually come in the following flavours:
- D4 – a 4 sided Die –
This looks like a pyramid.
- D6 – a 6 sided Die –
This is the one that most people recognise, it’s usually a cube with dots.
- D8 – an 8 sided Die –
This die looks a little like a diamond, with 4 sides on 1 half and 4 on the other.
- D10 – a 10 sided Die –
This die looks like a spinning top. This usually is labeled 0 – 9 where 0 is used to represent 10. The 6 and 9 on a D10 are usually underlined or their bottom signified with a full stop/period/dot so you can see which it is.
- D10 – Percentile –
This die is the same shape as the D10, but instead of showing 0 – 9. it shows 00 to 90, each side representing a 10. This is great for rolling with a regular D10 to get a percentage.
- D12 – 12 sided Die
This die is made up of 12 Pentagon sides. Again the 6 & 9 will be signified.
- D20 – 20 sided Die
If you’ve played an RPG, you’ve probably come across the D20. This is the steadfast die labelled as you’d guess with 1 through 20. There are some 20 Sided Dice that are not true dice, these have the numbers spiralling around and usually use a symbol for the 20. These are spin down counters, not generally usable as a replacement due to the number placement.
- D100 – 100 Sided Die
This Die is a speciality, not usually used for a lot of things. They usually are a the Die itself contained within a transparent case. Again not something we use in Directive51RPG
Checks and Balances
With the dice i’m aiming for more variety to allow for better choice, more options, more chances for success and the counter to that, more chances for failure. Within Directive51RPG we look at base chance for success is 4. This can be 50% chance on a single 6 sided die. 25% on a 4 sided Die etc. If the task is harder to complete.. we up the Difficulty base for the check (this is down to the Base Operator).
The type and quality of the dice rolled is based upon the action taken and the stats involved (we’ll come to combat rolls in the next post). Starting at a single D4 for early levels and progressing, you’ll never have a higher face die than 10 sided for any main stat check.
To see what dice you need to roll, take the stat or stats you need to check, total up the amount of points in them and then consult the following table. Remember, if you exceed the table, that’s fine. just take a D10 and see what’s left for the next. After the table, i’ll outline some examples as to help explain this.
|9-10||1 D10 & 1 D4|
|11-12||1 D10 & 1 D6|
|13-14||1 D10 & 1 D8|
As you can see above, once you hit 9 points in the stat, you will need to roll more than 1 die, using 1 D10 and the die difference. Once you’re at 17 or more points, that goes to 2 D10 + difference.. extrapolate as required.
Mixed stat rolls
In the case of Mixed stats ( stats coming from 2 of the 3 primary stats: electronics, toughness and firearms), you get to choose whether you wish to combine the points values before checking the table or check the table for each stat individually.
When using multiple stats from the same grouping.. then the total is always used to check the table.
Dice that ignore the table
For certain circumstances, we won’t consult the table to see what dice we need. In these cases certain dice are prescribed. The most obvious for this is the Melee combat, which uses a prescribed D20. More details on this in the next post.
Oliver wants to Hack the computer to get the DNA samples required for Jessica Kandel, to do this he requires to know where the best place to hack would be. He needs to roll a Savvy check and get a success.
Oliver has 4 points in Savvy, meaning he needs to roll a single D6. He rolls and gets a 5, this is a success.
Finding their entry point, He realizes this hack will take time.. and the support of his team while he performs his hacks. Each hack attempt will need a full Electronics check (both Tech and Savvy scores combined) and multiple successes.
Oliver has 5 in Savvy and 4 in Tech, this gives him a Total Electronics score of 9, this means he rolls 1 D10 and a D4 for each step of the hack. The Base Operator has said that he needs to get 4 successful rolls to get through the hack process
- He rolls the dice for the 1st attempt and gets a 4 on the D4 and a 9 on the D10. This is 2 successes.
- He rolls the dice for the 2nd attempt and gets a 3 on the D4 and a 5 on the D10. This is 1 success, he only needs to get 1 success to be able to continue
- He rolls the dice for the 3rd attempt and gets a 4 on the D4 and a 10 on the D10. This is 2 successes.
- For his final roll, Oliver gets a 2 on the D4 and a 3 on the D10.
This is 2 failures, meaning he fails at the last step.
Moxie wants to defuse a bomb, This requires her to use a combination of Savvy and Precision (mixing stats from Firearms and Electronics).
Moxie has 3 points in Savvy and 3 points in Precision. Giving her a total of 6 points in total for this. Since this is a Mixed stat roll, Moxie can choose to use the 6 points as a D8 or use the 3 points separately as 2 D6.
She picks to go with 2 D6, so that she can get a better chance of 1 success. She Rolls both dice and gets a 2 and a 3. This isn’t enough successes for the defusal to work 1st time. The Base Operator states that her attempt has caused the bomb’s timer is running down quicker.
Moxie chooses to try again, this time she picks to use the total 6 for her roll and gets a D8. She rolls and gets a 6, this is a success. The bomb has been defused.
Success inverted: Botches and Failures
With every option of success there is also the possibility of failure. In our case we don’t really deal with Failure. Failure, as they say, is not an option. Instead, we have unsuccessful rolls. Generally these don’t have much negative effect outside of combat unless the situation calls for it. (Bomb defusal for example, may cause large explosion etc).
The only exception to this is if all dice rolled come up 1. This is called a Botch. Botching a roll will definitely have consequences, what these will be are down to the Base Operator.
Exceptional Skill, Exceptional Reasons
If you do botch your roll, or even if your roll was unsuccessful, as a Division Agent you have the uncanny ability to get out of trouble. To Re-Roll, you can spend a Phoenix Credit. For more information on this, see our next post.