Dice by Game System - rpg-sage-creative/rpg-sage GitHub Wiki

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Dice by Game System

While you can use the basic dice engine for any system (all you need is to roll and maybe test results), you are likely used to seeing certain syntax in your rolls. Additionally, there are a number of tests and other bits of math that are performed with almost every roll of many games. With RPG Sage, when you set your Channel, Game, or Server to a specific Game (such as Pathfinder 2e), the Dice engine will know to perform many of these actions for you. We plan to continue adding more games as well as expanding the things we can do within each game.

Dungeons & Dragons 5e

Armor Class (AC)

This shortcut tells the dice to do a test to see if the roll meets or exceeds (the "ac" is treated as ">=") the value given.

[1d20 + 5 ac 10]

Difficulty Class (DC)

This shortcut tells the dice to do a test to see if the roll meets or exceeds (the "dc" is treated as ">=") the value given.

[1d20 + 5 dc 10]

Critical Damage

If your attack roll has a target AC and your result is a critical hit, RPG Sage will adjust your damage accordingly. By default this is simply x2 damage, but RPG Sage has multiple methods of determining critical hit damage.

Advantage and Disadvantage (+/-)

If your roll has Advantage, you may roll [+2d20] to tell RPG Sage to roll twice and take the higher of the two dice. Likewise, if you have Disadvantage, you may use [-2d20] to roll twice and take the lower of the two dice.

Graded Success and Failure

When playing DnD 5e, a Natural 20 is a Critical Success and Natural 1 is a Critical Failure. RPG Sage takes this into account when you roll using AC or DC and changes the emoji used accordingly. Additionally, when you roll an attack/damage combo [1d20 ac 10; 1d6 damage] RPG Sage will know to double the damage if your success was critical.

Essence 20

Versus (VS)

This shortcut tells the dice to do a test to see if the roll meets or exceeds (the "vs" is treated as ">=") the value given.

[1d20 + 5 vs 10]

Skill Test (+)

[+d4]

Difficulty (DIF)

[+d2 dif 10]

Upshift / Downshift (UP/DN)

[+d4up2]
[+d6dn1]

(Currently known bug: do not leave spaces surrounding up/dn)

Specialization (*)

[+d4*]
[+d6*]

All of these may be combined!

[+d4*up2 dif 5 simple test]

(Currently known bug: do not leave spaces surrounding up/dn)

Pathfinder 2e

Armor Class (AC)

This shortcut tells the dice to do a test to see if the roll meets or exceeds (the "ac" is treated as ">=") the value given.

[1d20 + 5 ac 10]

Difficulty Class (DC)

This shortcut tells the dice to do a test to see if the roll meets or exceeds (the "dc" is treated as ">=") the value given.

[1d20 + 5 dc 10]

Critical Damage

If your attack roll has a target AC and your result is a critical hit, RPG Sage will adjust your damage accordingly. By default this is simply x2 damage, but RPG Sage has multiple methods of determining critical hit damage.

Fortune and Misfortune (+/-)

If your roll has Fortune, you may roll [+2d20] to tell RPG Sage to roll twice and take the higher of the two dice. Likewise, if you have Misfortune, you may use [-2d20] to roll twice and take the lower of the two dice.

Multi Attack Penalty (MAP; and now AGILE)

If you are rolling the same attack multiple times, you can simplify your roll by combining the multiple roll modifier 2# (can be any number, MAP will cap at two increments) with MAP. By default, MAP implies -5, but you may change that to any number X by using MAP-X. As MAP defaults to a -5 modifier, you can also use AGILE to default to a -4 modifier.

[2MAP#1d20 ac 10; 1d6 damage]
[3MAP-4#1d20 ac 10; 1d6 damage]
[2AGILE#1d20 ac 10; 1d6 damage]

Graded Success and Failure

When playing Pathfinder 2e, a Success of 10 or more is a Critical Success, while a Failure of 10 or more is a Critical Failure. Additionally, a natural 1 lowers your success grade by 1 while a natural 20 increases your success grade by 1. RPG Sage takes this into account when you roll using AC or DC and changes the emoji used accordingly. Additionally, when you roll an attack/damage combo [1d20 ac 10; 1d6 damage] RPG Sage will know to double the damage if your success was critical.

Striking, Greater Striking, Deadly, and Fatal

When playing Pathfinder 2e, there is some extra math involved in critical hits when you have striking, deadly, and fatal weapons. RPG Sage looks at the input of your dice to see if it can find any of these when calculating your critical damage.

[1d20 + 10 ac 10 pick (fatal d10); 1d6 piercing]
[1d20 + 10 ac 10 longbow (deadly d8); 1d8 piercing]
[1d20 + 10 ac 10 striking longsword; 1d8 slashing]
[1d20 + 10 ac 10 greater striking longsword; 1d8 slashing]
[1d20 + 10 ac 10 major striking longsword; 1d8 slashing]

Starfinder 1e

Armor Class (AC/EAC/KAC)

This shortcut tells the dice to do a test to see if the roll meets or exceeds (the "ac", "eac", or "kac" is treated as ">=") the value given.

[1d20 + 5 ac 10]
[1d20 + 5 eac 10]
[1d20 + 5 kac 10]

Difficulty Class (DC)

This shortcut tells the dice to do a test to see if the roll meets or exceeds (the "dc" is treated as ">=") the value given.

[1d20 + 5 dc 10]

Critical Success / Failure

Skills do not have automatic success/failure conditions by roll, and so rolling against a DC will simply show success/failure based on >=. Saving throws, however auto succeeed on a natural 20 and auto fail on a natural 1. If your dice roll has a DC and "save", "fort", "ref", or "will" in the text then RPG Sage will know it is a Saving Throw and look for a 20 or a 1 and change the result accordingly.

If your attack roll has a target AC and your result is a critical hit, RPG Sage will adjust your damage accordingly. Critical hits happen only when you roll a natural 20 and your attack also hits the target's AC. By default critical damage is simply x2 damage, but RPG Sage has multiple methods of determining critical hit damage.

Quest RPG

Versus (VS)

This shortcut tells the dice to do a test to see if the roll meets or exceeds (the "vs" is treated as ">=") the value given.

[1d20 + 5 vs 10]