Dice and Chances
Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)
-
Antichrist_Online
- Posts: 950
- Joined: Thu Aug 12, 2004 4:49 pm
- Location: My Mistress's Playroom
-
Revanael
- Posts: 1555
- Joined: Mon Apr 05, 2004 7:15 pm
- Anthony Roberts
- Posts: 2578
- Joined: Mon Feb 02, 2004 11:45 pm
- Location: Chatham, Ontario, Canada
-
Antichrist_Online
- Posts: 950
- Joined: Thu Aug 12, 2004 4:49 pm
- Location: My Mistress's Playroom
Is there a need for such complecated dice? We could start with simple six sided ones and coins as an experiment, then expand the number of dice and chance items afterwards, if they work.
Also a slight irrelevent question but what do you use a d100 for in d&d?The highest damage I've ever seen was a 5d30 attack by a very high level mage.
Also a slight irrelevent question but what do you use a d100 for in d&d?The highest damage I've ever seen was a 5d30 attack by a very high level mage.
- Anthony Roberts
- Posts: 2578
- Joined: Mon Feb 02, 2004 11:45 pm
- Location: Chatham, Ontario, Canada
A d100 is used for percentage checks, mainly, since using 10d10 you can only get 10 to 100 (So, you can't get 1, 2, 3, 4, 5, 6, 7, 8, or 9). Some people use 1d10 and multiply that by 10 to get a percent, but that also has the same problem. The d100 dice allows all numbers spanning from 1 to 100.
-- Anthony Roberts
-
The Industriallist
- Posts: 1862
- Joined: Fri Aug 29, 2003 7:25 pm
Um, Revanael is right. Mostly, anyway... roll 1d10 for the tens digit and 1d10 for the ones digit. Then add 1 if you want numbers 1-100 instead of 0-99. Though I guess, from your picture, that the fabled d100 does exist. Most people don't have them, though.
"If I can be a good crackhead, I can be a good Christian"
-A subway preacher
-A subway preacher
-
Revanael
- Posts: 1555
- Joined: Mon Apr 05, 2004 7:15 pm
- Anthony Roberts
- Posts: 2578
- Joined: Mon Feb 02, 2004 11:45 pm
- Location: Chatham, Ontario, Canada
- Drag_lag_and_frag
- Posts: 17
- Joined: Thu Aug 19, 2004 4:11 pm
- Contact:
haha that is true *rolls dice and other comp explodes* ...uh oh

Bring that shit...you can't touch this. When you see a fool poke him and run... www.mxpx.com the greatest band of all time. From the mouth af the Luisisana fortune teller--YOU GONNA DIE--
-
swymir
- Posts: 1173
- Joined: Thu Jul 17, 2003 5:07 pm
- Location: Cape May, New Jersey
I have always liked the idea of making a casino. In fact a long time ago a few games were created in Klojt. One of my favorite towns back in the 600s. Haven't seen it recently. It involved a bunch of envelopes and taking the right one with the note inside. I don't think it caught on but it was a good idea. There was also tag and pass the gas.
As for the d100 dispute I always thought it worked by rolling 2 d10s one for the tens and 1 for the ones. Then if you rolled to 10's it equaled 100. This gives you a range of 1-100 just like a d100. However I also see no problem in creating a d100 die most things in the game take time to program. And I think chance objects would be a nice addition as it really shouldn't take too long to program maybe a few days at the most if there was someone who felt like taking an initiative to just get it done. Not saying the program department doesn't work, it should be a lot easier then say programming a new weapon or shield. I have made chance programs all the time in less then 10 minutes. Of course my programming was very crude and I didn't have to worry about adding it to an object that can move around in virtual space.
Then again I'm usualy proved wrong in a few hours.
As for the d100 dispute I always thought it worked by rolling 2 d10s one for the tens and 1 for the ones. Then if you rolled to 10's it equaled 100. This gives you a range of 1-100 just like a d100. However I also see no problem in creating a d100 die most things in the game take time to program. And I think chance objects would be a nice addition as it really shouldn't take too long to program maybe a few days at the most if there was someone who felt like taking an initiative to just get it done. Not saying the program department doesn't work, it should be a lot easier then say programming a new weapon or shield. I have made chance programs all the time in less then 10 minutes. Of course my programming was very crude and I didn't have to worry about adding it to an object that can move around in virtual space.
Then again I'm usualy proved wrong in a few hours.
"My mind works like lightning, one brilliant flash and it's gone."
- Anthony Roberts
- Posts: 2578
- Joined: Mon Feb 02, 2004 11:45 pm
- Location: Chatham, Ontario, Canada
-
Appleide
- Posts: 376
- Joined: Wed May 19, 2004 6:39 am
- Location: Sydney, Australia
- Anthony Roberts
- Posts: 2578
- Joined: Mon Feb 02, 2004 11:45 pm
- Location: Chatham, Ontario, Canada
-
swymir
- Posts: 1173
- Joined: Thu Jul 17, 2003 5:07 pm
- Location: Cape May, New Jersey
That's right 10 sided dies have a a 0 not a 10, but it's still the same thing. Just cheaper to build if you want to get so techinical in this you could program how a classic 6 sided die is not perfectly ballanced due to the indentations therefore you have a better chance of rolling a 6 then any other number, but as I have said before we don't have to make Cantr EXACTLY like the real world where everything has to be perfect in order it to be a good idea. You could make a d1000000000000 on cantr and as long as the characters accept it, it becomes reality even though a d1000000000000 could (probably) never exist unless someone had a lot of time and a really big die.
"My mind works like lightning, one brilliant flash and it's gone."
-
Antichrist_Online
- Posts: 950
- Joined: Thu Aug 12, 2004 4:49 pm
- Location: My Mistress's Playroom
Who is online
Users browsing this forum: No registered users and 1 guest

