====== Rolling the Dice ======
For the most common events dice are rolled to determine the outcome. Sometimes several dice can be rolled for different attributes of the action being taken in order to determine the outcome of the action.
===== Understanding these Tables =====
The tables tell us the needed roll on a given dice against an opponent to determine successful action. In this discussion, we'll use _protagonist_ to refer to the player or mobile instigation an action, and _antagonist_ to refer to the player or mobile receiving the action.
The protagonist attribute values are listed vertically top-to-bottom along left, the antagonist attribute values are listed horizontally left-to-right across the top. So the protagonist at a particular attribute value is referenced along the left, and then matched with the antagonists attribute value along the top. Where those two points intersect within the table is the minimum dice roll needed on a particular die to succeed the action.
All other things being equal, the protagonist and antagonist should have a 50/50 chance of successful action given that the attribute being rolled against is also equal. On all equal attributes the roll needed can be determined by this formula:
50/50 roll = 1 + (die / 2) In order to have a perfect 50/50 split, the die must be even numbered.
The _iter_ number is the spread of the die value between succeeding attribute values. It is the number used to iterate the die values in the table. That formula is given:
iter = (die - 3) / (2x (die_maximum - die_minimum))
Putting this together the actual table value is calculated with this formula:
table = (die/2) + ((antagonist_value - protagonist_value) x iter) + 1
The _iter_ number is formulated to exclude the _fumble_ and _critical_ rolls of the die. The lowest die value on the table should be ''2'' for fumbles. And the highest die value on the table should be ''die-1'' for criticals. The lowest die value can be found on the bottom-left. The highest die value can be found on the top-right.
Generally the ''die'' value should be roughly three times the last ordinal value of the attribute, otherwise the table may not be fill out as described.
The percentage chance of an even occuring can be calculated with this formula:
%chance = ((die_maximum - die_roll - 1) / die_maximum) x 100% The table is geared slightly heavier towards success rather than failure so if you attempt to calculate the entire percentage table it may look off-balanced.
===== Roll vs. Level =====
Level differences between two players will have different probabilities.
===== Roll vs. Position =====
Position differences between two players will have different probabilities.
===== Roll vs. Stat =====
Stat differences between two players will have different probabilities.