HPRPG Dice Rolls
From Riddled in Darkness | Wiki Game Resource
Dice and Rolling
This system is from our affiliate: #VampireCathedral, The Full Explanation of the rules both our systems follow can be found on their website Here.
This is the way it works. 1. Dice System is 2d20, which means you have two successes out of twenty to succeed. This is different than 1d10, because it doubles your odds. Sounds, great.
- Success Ratio: 14-19, one success
- 20, two successes
- 20 20, automatic flawless success.
- Botch Ratio: 1-13 botch
- 1 1 damage to own person.
What does this look like and mean when you're actually in channel play? Say you roll the dice and get, 2d20 = 1, 1, this is a botch with personal damage to self. In mages, vulgar paradox, anyone else shooting a gun, it backfires, etc. 2d20= 13 1, this is a failure to be played how you see fit.
Say you roll the dice and get, 2d20 = 20, 20, this is a flawless manuever.Automatic Success. The top roll you could hope for. 2d20= 14 1, this is a one hit success, i.e. sissy slapping as opposed to sucker punching, to be played how you see fit. 2d20= 15 20. this is a three success hit, i.e. you've successfully taken three points away from the opponent's hitpoints. They still have the option to dodge.
EXAMPLES OF DAMAGE AND Damage Types
All attacks have specific damage ratings, indicating the number of dice that you roll for the attack's damage (called the damage dice pool). Some damage dice pools are based on the attacker's Strength, while others are based on the weapon used. Damage dice rolls are made versus difficulty 6. Each success on the damage roll inflicts one health level of damage on the target. However, the damage applied may be one of three types:
Bashing: Bashing damage comprises punches and other blunt trauma that are less likely to kill a victim (especially a vampire) instantly. All characters use their full Stamina ratings to resist bashing effects, and the damage heals fairly quickly. Bashing damage is applied to the Health boxes on your character sheet with a "/."
Lethal: Attacks meant to cause immediate and fatal injury to the target. Mortals may not use Stamina to resist lethal effects, and the damage takes quite a while to heal. Vampires may resist lethal damage with their Stamina. Like bashing damage, lethal damage is applied to the Health boxes on your vampire's character sheet with a "/."
Aggravated: Certain types of attacks are deadly even to the undead. Fire, sunlight, and the teeth and claws of vampires, werewolves and other supernatural beings are considered aggravated damage. Aggravated damage cannot be soaked except with Fortitude, and it takes quite a while to heal. Aggravated damage is applied to the Health boxes on your character sheet with an "X."
Damage dice pools can never be reduced to lower than one die; any attack that strikes its target has at least a small chance of inflicting damage, at least before a soak roll is made. Moreover, damage effect rolls cannot botch; a botched roll simply means the attack glances harmlessly off the target. Specifics on applying damage effects are described on pp. 216-218.
Health AND CHANNEL POINTS
This is a break down of how points are distributed with the dice system. Different from white wolf's own. Equivelant to blood points.
- Sabbat Heiarchy- 25 hp
- Other Kindred- 20
- Ghoul- 15
- Mortal- 10
- Garou- 15, extra dice. Which means Garou start a fight with 15 blood points and roll 3d20, giving them an extra chance at success.
- Demons/Angels- 20, extra dice which means they start a fight with 20 blood points and roll 3d20, giving them an extra chance at success due to strength.
- Wizards- 10, two extra dice. Which means they start the fight with 10 blood points and roll 4d20, giving them two extra chances at success. This also means for each failure, paradox -must- be taken.
In example if a mage rolls and it looks like this, 4d20 = 11 11 2 14, the mage has had ONE success and THREE points of paradox. Vulgar magic is accountable in any place where people can see the magic happen and the mage runs the risk of being sucked into paradox.
Coincidental magic- a person trips over a rope. You helped them. Very low paradox.
In example: Suzy the mage glares at Vaughn the vampire as he walks down the steps with untied shoelaces. He trips and falls.
Suzy rolls: 4d20 = 14 15 1 12. Vaughn trips. Low paradox.
Vulgar magic- You open your hand and hold up a fireball, stop time, rip the matrix, whatever. This is AUTOMATIC paradox and you lose two of your successes. This means..
Suzy the premenstraul mage opens her hand and a giant fireball appears in it, in the middle of the Hall, scaring kindred and mortal alike!
Suzy rolls: 2 17 19 10. Suzy has two successes, but those are PARADOXAL successes due to vulgar magic and she takes the damage herself.
Suzy the mage is caught on fire by the fireball.
Should Suzy the mage roll 20 14 14 1, she gets caught on the fire with two of the successes as well as the intended target, so on and so forth.
