Dice Guide: Difference between revisions

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Created page with "= Accessing the Dice Panel = The dice panel is accessible via the Skills tab in the Health menu. <br> File:DicePanelUI.png = Navigating the Dice Panel = File:DicePanelChat.png == Skill Rolls == All skill rolls are based on the skills available within Project Zomboid as well as any other modded skills that may be present. For more information on skills, see the Project Zomboid wiki page on [https://pzwiki.net/wiki/Skill Skills]. Almost every Mechanical Skill is..."
 
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No Way Out uses a 2d6 dice-based system for any dice-based scenarios that occur during roleplay. While dice are not required for '''all''' interactions that occur in the server, it is unlikely that one will be able to explore the [[HRZ]] or engage with a Server Event without encountering some form of Dice Roll or Dice Combat.
Dice Stats are reflective of a character's various skills, traits, and attributes, ensuring that the unique image of a character is accurately represented in both mechanical gameplay and dice scenarios.
= Accessing the Dice Panel =
= Accessing the Dice Panel =
The dice panel is accessible via the Skills tab in the Health menu. <br>
The dice panel is accessible via the Skills tab in the Health menu. <br>
[[File:DicePanelUI.png]]
[[File:DicePanelUI.png]]


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== Skill Rolls ==
== Skill Rolls ==
All skill rolls are based on the skills available within Project Zomboid as well as any other modded skills that may be present. For more information on skills, see the Project Zomboid wiki page on [https://pzwiki.net/wiki/Skill Skills].
All skill rolls are based on the skills available within Project Zomboid, as well as any other modded skills that may be present. For more information on skills, see the Project Zomboid wiki page on [https://pzwiki.net/wiki/Skill Skills].


Almost every Mechanical Skill is tied to a roll, automatically giving modifiers to it. Modifiers given by Skills are equal to Skill Level/2. So a Level 6 Skill will give a modifier of +3 to the relative roll.
Almost every Mechanical Skill is tied to a roll, automatically giving modifiers to it. Modifiers given by Skills are equal to Skill Level/2. So a Level 6 Skill will give a modifier of +3 to the relative roll.
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| Fitness || 3 HP || 4 HP || 5 HP || 6 HP
| Fitness || 3 HP || 4 HP || 5 HP || 6 HP
|-
|-
| Strength || -1 to Melee Attack & Def || No Modifier || +1 Melee Attack & Def || +2 Melee Attack & Def
| Strength || -1 to Melee Attack & Def || - || +1 Melee Attack & Def || +2 Melee Attack & Def
|-
|-
| Nimble || +2 Nimble & Unarmed || +3 Nimble & Unarmed || +4 Nimble & Unarmed || +5 Nimble & Unarmed
| Nimble || +2 Nimble & Unarmed || +3 Nimble & Unarmed || +4 Nimble & Unarmed || +5 Nimble & Unarmed
Line 25: Line 32:
|-
|-
| Crafting Skills || +2 Crafting Skill || +3 Crafting Skill || +4 Crafting Skill || +5 Crafting Skill
| Crafting Skills || +2 Crafting Skill || +3 Crafting Skill || +4 Crafting Skill || +5 Crafting Skill
|-
| Combat Skills || +2 Weapon Skill || +3 Weapon Skill || +4 Weapon Skill || +5 Weapon Skill
|-
| Aiming || +2 Ranged Attack || +3 Ranged Attack || +4 Ranged Attack || +5 Ranged Attack
|-
| Reloading || +2 Reloading || +3 Reloading || +4 Reloading || +5 Reloading
|}


== Weapon Rolls ==
{| class="wikitable sortable"
|+ Ranged Weapons
! Weapon Type !! Damage !! Crit Requirement !! Crit Dmg
|-
| Assault Weapons || 4 || Double 5 or Double 6 || 6
|-
| Rifles & Shotguns || 4 || Double 6 || 6
|-
| Pistols || 3 || Double 6 || 4
|-
| Flamethrowers <ref>Flamethrower Crit Rule: If a character holding a Flamethrower is hit by a Critical Hit, there's a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder.</ref> <ref>Flamethrower Cover Rules: Engaged Condition and a 50% body coverage behind a tile don't offer Cover from a Flamethrower attack. If a Flamethrower attack targets a character engaged with other characters, all of them will be hit by the attack and roll Ranged Defence. Only a coverage of at least 80% behind a Tile grants the Cover modifier from a Flamethrower Attack. (ex: Only a limb/head visible)</ref> || 4 || Double 5 or Double 6 || 8
|-
| Crossbows || 4 || Double 6 || 5
|}
|}


== Weapon Rolls ==
{| class="wikitable sortable"
{| class="wikitable sortable"
|+ Combat Rolls
|+ Melee Weapons
! Weapon Type !! Damage !! Crit Requirement !! Crit Dmg
|-
|-
| Combat Skills || +2 Weapon Skill || +3 Weapon Skill || +4 Weapon Skill || +5 Weapon Skill
| Two Handed || 3 || Double 5 or Double 6 || 4
|-
| One Handed || 2 || Double 6 || 4
|-
|-
| Aiming || +2 Ranged Attack || +3 Ranged Attack || +4 Ranged Attack || +5 Ranged Attack
| Spears<ref>Spear Range Rule: A character holding a spear engages hostile characters within 2 Tiles instead of 1</ref> || 2 || Double 6 || 3
|-
|-
| Reloading || +2 Reloading || +3 Reloading || +4 Reloading || +5 Reloading
| Bare Hands, Improvised, Weapon Stocks || 1 || - || -
|}
|}
=== Special Rules & Exceptions ===
<references/>


== Dodging & Armor ==
== Dodging & Armor ==
{| class="wikitable sortable"
|+ Weapons Information
! Armor Type !! Bonus HP !! Modifiers
|-
| Assault Weapons || 4 || Double 5 or Double 6 || 6
|-
| Rifles & Shotguns || 4 || Double 6 || 6
|-
| Pistols || 3 || Double 6 || 4
|-
| Flamethrowers || 4 || Double 5 or Double 6 || 8
|-
| Crossbows || 4 || Double 6 || 5
|}


= Injuries =
= Injuries =
{| class="wikitable sortable"
|+
! Injury Type !! Modifiers
|-
| Healthy || No Modifiers
|-
| Lightly Injured || -1 Modifier to All Rolls
|-
| Injured || -2 Modifier to All Rolls
|-
| Heavily Injured || -3 Modifier to All Rolls
|}

Latest revision as of 20:13, 23 September 2025


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No Way Out uses a 2d6 dice-based system for any dice-based scenarios that occur during roleplay. While dice are not required for all interactions that occur in the server, it is unlikely that one will be able to explore the HRZ or engage with a Server Event without encountering some form of Dice Roll or Dice Combat.

Dice Stats are reflective of a character's various skills, traits, and attributes, ensuring that the unique image of a character is accurately represented in both mechanical gameplay and dice scenarios.

Accessing the Dice Panel

The dice panel is accessible via the Skills tab in the Health menu.

Navigating the Dice Panel

Skill Rolls

All skill rolls are based on the skills available within Project Zomboid, as well as any other modded skills that may be present. For more information on skills, see the Project Zomboid wiki page on Skills.

Almost every Mechanical Skill is tied to a roll, automatically giving modifiers to it. Modifiers given by Skills are equal to Skill Level/2. So a Level 6 Skill will give a modifier of +3 to the relative roll.

General Rolls
Skill Name Level 4 Level 6 Level 8 Level 10
Fitness 3 HP 4 HP 5 HP 6 HP
Strength -1 to Melee Attack & Def - +1 Melee Attack & Def +2 Melee Attack & Def
Nimble +2 Nimble & Unarmed +3 Nimble & Unarmed +4 Nimble & Unarmed +5 Nimble & Unarmed
Sneaking +2 Hiding +3 Hiding +4 Hiding +5 Hiding
Crafting Skills +2 Crafting Skill +3 Crafting Skill +4 Crafting Skill +5 Crafting Skill
Combat Skills +2 Weapon Skill +3 Weapon Skill +4 Weapon Skill +5 Weapon Skill
Aiming +2 Ranged Attack +3 Ranged Attack +4 Ranged Attack +5 Ranged Attack
Reloading +2 Reloading +3 Reloading +4 Reloading +5 Reloading

Weapon Rolls

Ranged Weapons
Weapon Type Damage Crit Requirement Crit Dmg
Assault Weapons 4 Double 5 or Double 6 6
Rifles & Shotguns 4 Double 6 6
Pistols 3 Double 6 4
Flamethrowers [1] [2] 4 Double 5 or Double 6 8
Crossbows 4 Double 6 5
Melee Weapons
Weapon Type Damage Crit Requirement Crit Dmg
Two Handed 3 Double 5 or Double 6 4
One Handed 2 Double 6 4
Spears[3] 2 Double 6 3
Bare Hands, Improvised, Weapon Stocks 1 - -

Special Rules & Exceptions

  1. Flamethrower Crit Rule: If a character holding a Flamethrower is hit by a Critical Hit, there's a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder.
  2. Flamethrower Cover Rules: Engaged Condition and a 50% body coverage behind a tile don't offer Cover from a Flamethrower attack. If a Flamethrower attack targets a character engaged with other characters, all of them will be hit by the attack and roll Ranged Defence. Only a coverage of at least 80% behind a Tile grants the Cover modifier from a Flamethrower Attack. (ex: Only a limb/head visible)
  3. Spear Range Rule: A character holding a spear engages hostile characters within 2 Tiles instead of 1

Dodging & Armor

Weapons Information
Armor Type Bonus HP Modifiers
Assault Weapons 4 Double 5 or Double 6 6
Rifles & Shotguns 4 Double 6 6
Pistols 3 Double 6 4
Flamethrowers 4 Double 5 or Double 6 8
Crossbows 4 Double 6 5

Injuries

Injury Type Modifiers
Healthy No Modifiers
Lightly Injured -1 Modifier to All Rolls
Injured -2 Modifier to All Rolls
Heavily Injured -3 Modifier to All Rolls