ROLZ

Success-Based Dice Codes

Count the number of successes: E
To see how many dice rolled equal to or greater than some number, use "E". The default die of this roll type is d6, so 4e4 can be used as a shorthand for 4d6e4.
  • Example: (roll 4d6, every 4 and above is a success)
Successes with additive re-roll: R
To see how many dice rolled equal to or greater than some number, use "R" if you want the individual die maximum to trigger a re-roll. This way, you can have target difficulties greater than the max number of the die. The system also gives you the number of ones rolled (if there were any) so you can judge whether an action resulted in a fumble. The default die of this roll type is d6, so 4r8 can be used as a shorthand for 4d6r8.
  • Example: (roll 4d6, every 6 is exploded, a sum of 8 or more is a success)
Successes minus failures: F
To see how many dice rolled equal to or greater than some number, and subtract the amount of ones rolled, use "F". The default die of this roll type is d6, so 4f4 can be used as a shorthand for 4d6f4.
  • Example: (roll 4d6, explode 6s, 4 or more is a success, subtract number of 1s)
Successes with stacking re-roll: M
To see how many dice rolled equal to or greater than some number, and roll every max result again and see if it's another success, use "M". The default die of this roll type is d10, so 4m4 can be used as a shorthand for 4d10m4.
  • Example: (roll 4d10, every 4 or more is a success, reroll 10s to see if it's another success against a 4)
Successes with everything: S
To see how many dice rolled equal to or greater than some number, and roll every max result again, and subtract the amount of ones rolled, use "S". This is probably the one you want for most systems. The default die of this roll type is d10, so 4s4 can be used as a shorthand for 4d10s4.
  • Example:
Maximum possible die result counts as two successes: X
To see how many dice rolled equal to or greater than some number, use "X". The default die of this roll type is d6, so 4x4 can be used as a shorthand for 4d6x4.
  • Example: (roll 4d6, every 4 or 5 is one success, every 6 is two successes)
Explode all dice, only keep the highest one
As seen in Deadlands Classic. Roll a number of dice, explode them individually, count the number of ones, and return the highest result. Gives a botch hint if more than half of the dice come up as ones.
  • Example:
Mixing and Matching / Custom
If you see a code in here that almost works for you, you may be able to use a modifier command in order to make it fit for your purpose. The following are modifier commands that mix bhevaior of different success-based codes into the dice code you're using.
  • basic behavior of the X code, but ones subtract a success each
  • basic behavior of the S code, but dice coming up max add another success on top
  • basic behavior of the X code, but add exploding behavior
  • counts the number of times a die came up max
  • counts the number of times a die came up 1
Adding or Removing Successes
There is a command to add or remove successes based on whether a certain roll number was reached. You can combine several criteria by separating them with a comma (do not use spaces in between).
  • Add one more success to a D20 if the result is 5 points or more above the target roll:
  • Add one more success to a D20 if the result is 5 and 10 points or more above the target roll:
  • Add one more success to a D20 if the result is 5 points or more above the target roll, and subtract one success if the roll is precisely 1:
Using Roll Chains
You can chain roll results by separating different steps with the pipe symbol "|". For example, to roll a D100+10 and then see if the result is equal or less than 55, count that as a result: .
  • Using "sle" for less or equal to:
  • Using "sge" for greater or equal to:
  • Using "deg" to count degrees of success