NWO's Dice System Guide

From No Way Out Wiki

This is the pending page on how NWO's dice system works.

🎲 The Dice Panel Our Custom Dice System is based on 2d6 rolls and has been created having in mind that the character mechanical skills and traits should directly influence results through Dice Modifiers. Our modifiers are automatically added and removed by the system for every roll, players are not needed to remember every number.

These are the functions of each element in the Dice Panel:

1) Initiative Roll and Initiative Counter: Each character will be placed in Initiative order automatically. 2) Armour Menu: Selecting different Armour from the list menu will automatically change the Armour HP count, and other modifiers. 3) Armour HP Counter: Players can Add or Remove Armour HP by simply clicking on the squares 4) Combat Rolls: Each Button rolls the relative attack and defence. Check [⁠Dice Combat] for more about it 5) HP Counter: Players can Add or Remove HP by simply clicking on the squares. 6) Skill Rolls: Three Buttons tied to specific skills. The third one can be selected from the full list of Crafting and Survival Skills. 7) Death Roll: The Button that must be pressed after a character is defeated, to see their fate. Check [⁠Death & Injury System] for more about it 8) Injury Roll: The Button used to roll for the Permanent injuries sustained, if the Death Dice has given the corresponding result. Check [⁠Death & Injury System] for more about it 9) Health Status Menu: Selecting from different health status gives different type of negative modifiers, based on how grievous the injuries are. Check [⁠Death & Injury System] for more about it 10) Physical and Mental Rolls: Rolls for a character Physical and Mental Endurance. 11) Action Toggle Button: To be used at the start of their turn if the character will take an Action. Check [⁠Dice Combat] for more about it 12) Engagment Toggle Button: To be used at the start of their turn if the character is Engaged. Check [⁠Dice Combat] for more about it 13) Movement Toggle Button: To be used at the start of their turn if the character will make a Movement. Check [⁠Dice Combat] for more about it 14) End turn Button: To be used at the end of the turn. Will clean up other Toggles. Image How to Access the Dice Panel To access the panel, simply open the Character Skill Menu and press the "Dice Panel" Button that shows on top of it. If there are technical issues tied to the UI that makes it impossible to see or press the button, players can also use the "/dice" command in the game chat to open the Panel. Image Any roll made will then appear in the "Dice" chat Image 🎛️ Math and Modifiers The Following list is knowledge the players don't have to remember, as it's all already part of the Dice Roller and its automated systems. 📊 Skills Information 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. Dice Combat Skills: Fitness: Fitness Levels increase or decrease Max HP. At 4 Fitness a character has 3HP. At 6 Fitness a character has 4HP. At 8 Fitness a character has 5HP. At 10 Fitness a character has 6HP Strength: Strength Levels give Positive or Negative modifiers to Melee Attack and Defence Rolls. At 4 Strength a character has a modifier of -1 to both. At 6 Strength a character doesn't have modifiers. At 8 Strength a character has a +1 Modifier to both. At 10 Strength a character has +2 Modifier to both. Nimble: Nimble Levels give modifiers to Initiative and Unarmed Melee rolls (both attack and defence). The modifiers are Skill Level/2. A character with 8 Levels in Nimble will have a +4 base modifier on Initiative and Unarmed Melee rolls. Sneaking: Sneaking Levels give a modifier to the Hiding Rolls. The modifiers are Skill Level/2. A character with 8 Levels in Sneaking will have a +4 base modifier on Hiding Rolls. Weapon Skill (Axe, Long Blunt, Short Blunt, Etc Etc): Any Melee Weapon Skill Levels give a modifier to the Melee Attack and Defence Rolls, based on the weapon that's being currently used. The modifiers are Skill Level/2. A character with 8 Levels in Any Axe will have a +4 base modifier on Melee Attack and Defence Rolls while holding an Axe. Aiming: Aiming Levels give a modifier to the Ranged Attack Rolls. The modifiers are Skill Level/2. A character with 8 Levels in Aiming will have a +4 base modifier on Ranged Attack Rolls. Reloading: Reloading Levels/2, it's rolled when a weapon needs to be unjammed or reloaded. If the roll result is above 10, the weapon is ready to fire again in the same turn. Otherwise it will take a full action. Non-Mechanical Skills Perception: Uses a base modifier of +2. Traits taken in creation can add or subtract from this modifier. Permanent injuries can also influence negatively the total. It's mostly used against Sneaking Rolls of other players, or to investigate an area or an object. Robustness: Influenced by Fitness Modifier and Traits, it's the physical resilience of the character. Often used to resist physical trauma, and if helped by a medic, to suffer less grievous injuries after being defeated in combat. Resolve:: Uses a base modifier of +3. Traits taken in creation can add or subtract from this modifier. Permanent injuries can also influence negatively the total. It's the mental resilience of the character. Often used to resist psychological trauma, fear, stress.

📰 Weapons Information Every weapon is coded in our Dice System to automatically show the Damage they deal in the attack roll. Critical hits and the extra Critical Damage will also show automatically. The following list is so that players are aware of damages, critical ranges and damage for each weapon. 🏹 Ranged Weapons Assault Weapons (SMGs, Assault Rifles, Machineguns) deal a base of 4 Damage. Their Critical Hit happens with a Double 5 or Double 6. On a Critical Hit they deal a total of 6 Damage. Rifles and Shotguns deal a base of 4 Damage. Their Critical Hit happens with a Double 6. On a Critical Hit they deal a total of 6 Damage. Pistols deal a base of 3 Damage. Their Critical Hit happens with a Double 6. On a Critical Hit they deal a total of 4 Damage. Flamethrowers deal a base of 4 Damage. Their Critical hit happens with a Double 5 or a Double 6. On a Critical Hit they deal a total of 8 Damage. Special 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. Special 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) Crossbows deal a base of 4 Damage. Their Critical Hit happens with a Double 6. On a Critical Hit they deal a total of 5 Damage. 🪓 Melee Weapons Melee Two Handed Weapons (Long Blunt, Long Blades, Axes) deal a base of 3 Damage. Their Critical Hit happens on a Double 5 or Double 6. On a Critical Hit they deal a total of 4 Damage. Melee One Handed Weapons (Short Blunt, Short Blades) deal a base of 2 Damage. Their Critical Hit happens on a Double 6. On a Critical Hit they deal a total of 4 Damage. Spears deal a base of 2 Damage. Their Critical Hit happens on a Double 6. On a Critical Hit they deal a total of 3 Damage. A character holding a spear engages hostile characters within 2 Tiles instead of 1 Bare Hands, Improvised Weapons and Firearm Stocks deal a base of 1 Damage

🛡️ Armour Information There are Four Armour tiers that can be selected from the Dice Roller. Each Armour automatically gives a different amount of extra HP and Combat Modifiers. No Armour: No Armour HP. No Modifiers. Light Armour: +2 Armour HP. No Modifiers. Examples of Light Armour: Bulletproof Vest. Protections with Less than 40% total body coverage. Medium Armour: +3 Armour HP. -1 Initiative Rolls. Extra -1 Movement when performing an Action. Examples of Medium Armour: Bulletproof Vest + Helmet + Elbow and Knee Pads. Protections with Around 50% total body coverage. Heavy Armour: +4 Armour HP. -2 Initiative Rolls. Extra -2 Movement when performing an Action. Examples of Heavy Armour: Heavy Bulletproof Vest + Helmet + Arms and Legs protections + Ballistic Mask. Protections with More 70% total body coverage. 🩹 Injuries Information There are Four types of Injury status that can be selected from the Dice Roller. Each type automatically gives different Negative Modifiers to every roll. Healthy: No Modifiers Lightly Injured: -1 Modifier to all rolls Injured: -2 Modifier to all rolls Heavily Injured: -3 Modifier to all rolls