Randomness is a good way to add interest and replayability to your adventures, as it means that no adventure will ever be exactly the same on each run through. One way of adding randomness is through the use of encounters and encounter pools, however, these are limited in the situations they can be used in, and the fact that the adventure selects a unique encounter each time it selects from the pool means that these are never truly random.
In order to add true randomness, the adventure system also supports the use of dice rolls. These rolls can be used in any situation which requires a random outcome, and there are a variety of sizes supported by the adventure system:
{roll:1d4} |
Rolls a 4 sided die |
{roll:1d6} |
Rolls a 6 sided die |
{roll:1d8} |
Rolls a 8 sided die |
{roll:1d10} |
Rolls a 10 sided die |
{roll:1d12} |
Rolls a 12 sided die |
{roll:1d20} |
Rolls a 20 sided die |
{roll:1d100} |
Rolls a 100 sided die |
These dice rolls can be modified in a number of ways, allowing for some control over the rolls.
{roll:2d6} |
You can roll multiple dice simultaneously |
{roll:1d6+3} |
You can add or subtract from the results of the roll |
{roll:8} |
You can ‘roll’ a set number by not specifying a dice roll and adding or subtracting a number |
The adventure system itself uses dice rolls to determine outcomes in many places. Usually this is the form of {roll=1d20}
and has a general difficulty curve of {roll:1d20} > 5
is easy, {roll:1d20} > 10
is medium and {roll:1d20} > 15
is hard. What this means is, for easy rolls, the dice must roll a number higher than 5, for medium rolls, a number higher than 10, and for hard rolls a number higher than 15.
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