Dice Mechanics

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Escalation Die
Escalation die represents the PCs gaining momentum in battle. It begins at 0, and increases by 1 at the beginning of every round, to a maximum of 6. To represent this, place your largest d6 on the table at the beginning of second turn of combat, with 1 facing up, and increase it by 1 at the beginning of every round. There are few benefits of the escalation die, as well as other benefits provided by class, powers or feats.

  • All PCs add the escalation die to all their attack rolls.
  • When the escalation die reaches 6 each PC regains a random encounter power (attack or utility) used earlier in the encounter.

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Dice Rolls
All your action that are difficult enough to warrant a die roll are resolved by rolling a d20 + modifiers. The modifiers you add to your rolls differ based on the roll you are making, but most follow below guidelines:

  • Attack Rolls: d20 + level + 3 + Proficiency Bonus + Escalation Die. This is the base attack formula. Certain classes and Military Skills may add other bonuses to that formula.
    • Once More, With Feeling: When using a daily power, you may reroll the attack roll if the result on the d20 is equal to or lower than the primary attribute. Once More, With Feeling rerolls cannot be rerolled, even not by powers and effects that allow rerolls. If you rolled multiple d20s for the original roll, you may only reroll one of them.
  • Skill Checks: d20 + rank + attribute bonus. This is the base skill check formula.
  • Saving Throws: Saving throw is a straight d20 roll, 10+ is a success. There are very few permanent bonus to saving throws.

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Upgrades (↑) and Downgrades (↓)
Number of abilities, powers and feats grants upgrades (represented by ↑) or downgrades (represented by ↓) to either your or your opponent’s dice rolls. Upgrade provide stackable +2 bonus, and downgrades provide stackable -2 penalty.

In a situation where you have both upgrades and downgrades affecting the same die roll, one upgrade cancels out one downgrade, and the remaining modifier is applied to the die roll.
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Rolling Dice and Success
When you are making an attack roll or a skill check you roll against a set difficulty. For every 5 points you beat the difficulty by, you score an additional “success” on your roll.
Hit+ Effects: Most attack powers have a Hit+ entry. Each success you get on the attack roll activates Hit+ effect. If you have multiple Hit+ effects you can chose how many successes are assigned to each Hit+ effect.

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Damage
All damage expressions consist of three parts, though in some cases not all the parts of the damage expression may be used. While this is true for damage, these rules may apply to other rolls as well, unless otherwise specified.

  • Damage Dice: This is the number and kind of damage dice used. First number the amount of dice used, and second number, after the ‘d’ is the die type. Ex.: 2d10 means 2 ten sided dice.
    • [W]: Damage dice in this case are based on the weapon you are using. Ex.: [W] for a dagger would be d4, while for a great axe it would be d12. In some cases it may be two dice. For Earthshaker Cannon each [W] is 2d8.
    • [S]: This is treated as the above [W], but the damage (and usually the attack) must be made with a shield. While [W] may be made with any weapon, including a shield, [S] may be only made with a shield.
  • Attribute Bonus: Flat bonus equal to the relevant attribute. The number before the attribute indicates how many times you add that attribute to damage. Ex.: For a character with Strength of 6 an attack that deals Str damage would deal 6 damage. An attack that deals 3(Str) damage would deal (3 × 6) 18 damage.
  • Bonuses: Bonuses indicates all other permanent bonuses to damage. These may be feat or paragon path bonuses, or may come from other sources. These are normally added only once, but if they are added more than once they would follow same notation as attribute bonuses.

Temporary Bonuses: Some bonuses are only temporary, usually from use of powers. These may also apply to other rolls, not just damage. These bonuses are applied only to damage (or healing, or other things) rolled, unless otherwise specified. Ability that grants you +5 damage would apply only to damage rolls. An ability that grants you +5 to all healing would apply to both rolled and static healing.

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Dice Mechanics

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