Notify Message
Forums
Page 1
Search
#13475918 Oct 09, 2017 at 02:38 PM · Edited over 1 year ago
Magna
205 Posts
Common terms used while using DiceMaster. This list will be updated/corrected as we update the system in the future.

AP Cap
Current total set to 15 excluding consumables. Players may carry a max of 1 Class Trait + 3 Standard Traits.

AP Cap for Class Traits has been set to 3. Class traits can not exceed Rank 03.

AP Cap has been set to 4 for standard Traits.

Trait
A trait is the overall container for all of the abilities, special rules, and other fun things you can use with the Dicemaster system. You have five trait slots, but that doesn't mean you can only have five traits. It just means that you can only have five active at any one time.

Traits can represent equipment, mounts, pets, your class, consumables, or just about anything we can think of!

Augment
Traits are made up of augments. Augments are the abilities, stats, and special rules that are situated within a trait.

For example, if you have the trait:

Steelgrasp Combat Armor:
Passive: +1 Def

The Passive: +1 Def line is an augment. Traits can have several augments at once, and it's up to the DM who awards you the trait to decide how many augments that trait has.

Abilities: Active vs. Passive
Active ability augments are augments with a limited number of uses per event. Ability augments can only have up to 5 uses with the Charge resource (See below).

Passive ability augments are augments that are always active, and provides its innate benefits to the character at all times.

Advantage/Disadvantage
Rolling for advantage means that a player can roll the same dice twice, and take the larger of the two resulting numbers.

Disadvantage entails the same situation, except the player takes the smaller of the resulting numbers.

Area of Effect (AoE)
Area of Effect is a type of ability that allows the user to hit multiple targets. The user first declares they are using an AoE, then rolls for it. 1d2+1 is the minimum standard AoE roll. If you wish to hit more targets, 1d2+2, 1d2+3, etc. Will cost more Charges (See below).

Critical successes (See below) only effect the main target. Any extra cleaved targets only take 1 damage per target, despite your class.

Attack (ATK)
An attack roll allows characters to attempt a combat action of their choosing. Emote accordingly depending on your roll!

1 - Critical fail. You messed up so badly, that someone takes a damage! This is also situational and up to the DM on what happens to you.
2-8 - Fail; You missed
9-19 - Hit!; You did good!
20 - Crit!; You did real good! Deal double damage!

All actions made against another player or a DM are attempts, meaning you cannot decide how they affect their intended target, only describe your part in performing them.

Charges
Charges are the unique resource system players use with their Ability traits. Everyone starts at each event with 5 Charges to spend on Abilities they may have. Most Abilities cost 1 Charge unless specified. If the player doesn’t have any, they may also spend Charges to gain +2 ATK per Charge for that turn (If they wish, they may spend all 5 of their Charges to gain +10 ATK!).

However, once the Charges are spent you cannot regain them for the entire event unless determined at the DM's discretion.

Classes
Our system utilizes 4 different Classes. Each class is heavily determined by how you like to roleplay in combat;
Tank – A stalwart defender of the innocent or a hardy experienced fighter who knows how to get the enemies attention. This class gains;
  • Ability: Taunt: You may taunt your target, forcing them to focus on you! Taunt difficulty depends on the target's power. Also gain +3 Critical Block against the taunted target for one round.
Healer – Priests and holy Paladins are common in this role but you may also be a medic or someone experienced in dressing wounds on the field. Healers gain;
  • Passive: Healer: You may heal during and out of combat.
DPS – Soldier, fighter, brawler, caster, marksman. These are common names for this role. DPS class gains;
  • Passive: Combatant: +1 DMG
Pet Master – Have a special animal companion you take into battle? Are you a master engineer with mechanical attack bots? Pet Masters gain;
  • Passive: Companion: You and your companion roll separately to Attack. Your health and companion is linked; If your companion is harmed and fail a defensive roll, your health will decrease.

Critical Block
Counter, Cover, and Prepare rolls are determined by a defensive Critical Block, a Natural 20 on a defensive roll. You may choose to do either a Counter Attack the attacking target, Cover an ally, or Prepare for your next block when a Critical Block is made.
  • Counter Attacks deal 1 Dmg to the blocked target.
  • Cover will block a party member to prevent the damage they take.
  • Prepare will add +2 Def to your next roll.

Consumables
Consumables will act just like standard traits. Consumables are one-time use items that cap at Rank 04. Consumables are brews, potions, flasks, food, scrolls, grenades, etc, and can be immensely powerful.

Consumable Bag
Everyone's fifth trait is now a consumable bag with a carrying capacity of 2 items. You may choose from your inventory, which two consumables to bring with you before each rp event.

Critical Success (CRIT)/Failure
The critical threshold is always determined at the DM's discretion. Players are not allowed to designate when this threshold is met on their own. Typically, a d20 roll of 20 is the standard for a critical success, and a d20 roll of 1 is a standard critical failure. When a player rolls a critical success, they are often rewarded with an even greater beneficial result than an ordinary success. Conversely, a critical failure is often penalized by an even significantly worse result than an ordinary failure.

Damage (DMG)
Damage represent how much a player will harm their target during successful Attack rolls. All players deal 1 DMG except the DPS class. It is extremely rare to see any +DMG on an item.

Defense (DEF)
Defense rolls represent attempts by the character to defend themselves from enemy damage in a way of their choosing. This can range between anything from dodging an attack to casting a defensive spell which absorbs the blow. If a player fails a defense roll, they usually sustain some form of damage which is described in specifics by the DM. Defense rounds typically alternate with attack rounds to allow players a fair chance to act, then be acted against.

Healing
A healing roll attempts to restore health to yourself or another character. Some DMs will allow you to perform these rolls as part of their own round, some include them as potential actions during an attack round, and some will not allow healing during their events at all.

Using the Health Bar system for an event, healing can restore health points to a character. Only the Healer class can do this inside combat! Healing must be announced before you roll and may be split among targets as long as there are enough points for it.

1-5: +1 Health
6-10: +2 Health
11-15: +3 Health
16-19: +4 Health
20: +5 Health


Natural Roll
A natural roll is one that is made without any modifiers. Often this term is used to describe a "natural 20," which is when a player rolls 20 without the assistance of modifiers.

Non-Combat Roll
A non-combat roll is used for situations outside of combat. This is determined by the DM. Most will be perception/investigation (See below), but there are different set of checks;
Strength - Being able to crush a tomato. Athletics
Dexterity - Being able to dodge a tomato. Acrobatics, Sleight of Hand, Stealth
Intellect - Knowing a tomato is a fruit. Arcana, History, Investigation, Nature, Religion
Wisdom - Knowing not to put a tomato in a fruit salad. Animal Handling, Insight, Medicine, Perception, Survival
Stamina - Being able to eat a bad tomato.
Charisma - Being able to sell a tomato base fruit salad. Deception, Intimidation, Performance, Persuasion

Everyone has a unique set of non-combat stats that utilize the advantage/disadvantage rolls. (Will describe how to set up in another guide)

Perception/Investigation
A perception/investigation roll attempts to survey, critically observe, or ascertain details about the surrounding environment. Perception/investigation rolls can reveal important clues to characters, detect secret doors, spot imminent dangers, find traps, follow tracks, listen for sounds behind a closed door, or locate hidden objects. In most situations, the DM uses your perception roll to determine if you notice a clue or an imminent danger and if successful, will reward you with that particular information.

Run
Some situations require you to make a tactical charge in the opposite direction of your attacker! But, this comes at a price. If you're in combat with your target, the enemy gets a free attack with advantage since your back is turned.



(Edit: 10-9-2017: Bathildis - Added terms for Trait and Augment.)
(Edit: 21-11-2017: Tyrman - Added Critical Block and Run.)
(Edit: 21-1-2017: Tyrman - Added AP Cap, Consumables, and Consumable bag.)
+1
Page 1