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 A guide to rolling.

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Admin
Admin



Posts : 29
Join date : 2016-09-04

A guide to rolling. Empty
PostSubject: A guide to rolling.   A guide to rolling. I_icon_minitimeSat Sep 24, 2016 3:18 pm

Code:
[roll="name of die"]# of times you want to roll[/roll]
e.g.
A guide to rolling. 668bc9f558
Output:
Badboi carried out 1 launched of one d20: 14


For us we have d20 as a dice name and d6 as a dice name.

We're also only going to ever be rolling once unless your ship has light or rapid weaponry, or fighters, so keep that in mind, in order to do add on bonuses, players will need to make two posts, one where they do their rolls (editing this will result in a null, THESE ARE THE RULES)

And as always, if you're not using the combat system, you don't have to.


Last edited by Admin on Sat Sep 24, 2016 3:45 pm; edited 3 times in total
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Admin
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Join date : 2016-09-04

A guide to rolling. Empty
PostSubject: Re: A guide to rolling.   A guide to rolling. I_icon_minitimeSat Sep 24, 2016 3:29 pm

So this would be a standard dreadnought roll, what you do is you roll all your ships and the scores below them, so you can successfully tally up the damage the next round. Examples include;

Battlecarrier "INV Mekorar" (16) 80/80 > Kujubojaega Vessel-Killer "Sniper" (13) 50/50

Admin carried out 1 launched of one d20 :
A guide to rolling. NcQYQw2
+7
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A guide to rolling. Empty
PostSubject: Re: A guide to rolling.   A guide to rolling. I_icon_minitimeSat Sep 24, 2016 3:48 pm

So without editing the above battle dice, we can see the Mekorar has fired 25 points worth of damage over. But the Snipers AC is 13.

25-13 = 12. The Mekorar has broken through and done 12 points of damage to the Sniper, Which now has 38/50 left.
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A guide to rolling. Empty
PostSubject: Re: A guide to rolling.   A guide to rolling. I_icon_minitime

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