+Help5

Contents of file: dice1cm2.plushelp
DICE ---[ Champions2 MUSH 2.0: +HELP ] These commands allow you to make the various important types of die rolls in Champions. Each one works for a specific case, except for +D6, which is a generic command that just rolls any number of dice you want.

+1/2D6 (+1D3)      +3D6            +M3D6 +D6                +KD6            +ND6

For detailed help on a command, type +HELP -

+1/2D6 ---[ Champions2 MUSH 2.0: +HELP ] Sometimes it is necessary to roll 1/2 of a six-sided die (that is, 1/2 D6 or 1D3). You can use the +1/2D6 command. (please note there are NO SPACES in this command) In terms of game-mechanics, a 1/2 D6 works as followed: Every 1 or 2 rolled counts as a 1; every 3 or 4 rolled counts as a 2; every 5 or 6 rolled counts as a 3. The BODY of a half dice is 0 for a roll of 1, 2, and 3, and 1 for a roll 4, 5, and 6. The game calculates this automatically for you. All you do is type +1/2D6 (or +1D3). Usage: +1/2D6  +1D3 -

Just a thought on +3D6/SKILL while I'm passing: it might be good to allow people to specify what skill they're rolling, e.g. with a syntax like +3D6/Skill Acrobatics/14-, yielding something like "X make a 3d6 roll with skill in Acrobatics of 14- getting 9 which MAKES by 5". It's sugar, but currently people use the nifty new +3D6/SKILL and then have to say "OOC that was an Acrobatics roll" - by which point it's spammy enough there's no point in having the +3D6/SKILL command.

For even shorter, it might be riggable that anything other than , PERC, OCV or ECV is assumed to be a skill: then you can have simply the syntax +3d6/ ?

That's a nice idea. I'll try to remember to implement that suggestion. (Ayesha)

+3D6 ---[ Champions2 MUSH 2.0: +HELP ] This command rolls 3D6 and tells you the total. The 3D6 roll is the most frequently used in Champions. It is used to determine success with skill rolls or success in hitting an opponent, or to make a success check against a Characteristic. It's also It's used to make Activation Rolls, Berserk checks, etc.

The basic +3D6 commands rolls three D6 and gives the total. We also provide several versions intended to make it easier to determine the result of some specific 3D6 rolls.

+3D6                      the basic three D6 roll +3D6/     rolls a characteristic check (STR|DEX|INT|EGO) +3D6/OCV       reports the DCV hit by a 3D6 roll +3D6/ECV       reports the DECV hit by a 3D6 roll +3D6/PERC     performs a perception check, eg, +3D6/PERC 12- +3D6/SKILL   rolls a skill check, eg, +3D6/SKILL 14-

(Note: for +3D6/ use the actual value, not the calculated roll, of the Characteristic.) -

+M3D6 ---[ Champions2 MUSH 2.0: +HELP ] This command rolls multiple sets of 3D6 and tells you each total. The 3D6 roll is the most frequently used in Champions. Please note that this command ONLY totals each set of 3D6 dice. It will not compute BODY damage, Knockback, or anything else. This command is mostly useful for players (and staff) running combat scenes involving groups of agents. The 3D6 'to-hit' rolls for the whole group of agents can be rolled with a single command. The number of 3D6 rolls can be between 1 and 20. Usage: +M3D6 <##> -

+D6 ---[ Champions2 MUSH 2.0: +HELP ] This command rolls a number of six-sided dice (D6) and tells you two things: Each individual die rolled, in case you need to know how many sixes, how many threes, etc, and the total. Use this command to make rolls that do not do killing or normal damage. For instance, if you want to determine the effect of a 10D6 Mind Control you probably want to use +D6.

The syntax is +D6 <#> where <#> is the number of dice you want to roll. The command will roll any number of dice between 1 and 99. If you need to roll a half die use the decimal format, e.g. +D6 5.5

Appending the /SORT switch to the command will display the rolled dice sorted in order from highest to lowest. Usage1: +D6 <##> Usage2: +D6/SORT <##> -

+KD6 ---[ Champions2 MUSH 2.0: +HELP ] This command is lets you roll damage for a Killing attack. It will quickly calculate the important numbers that are generated by rolling "damage dice" in Champions. Whenever you roll six-sided dice (D6) in Champions, and those dice represent any form of KILLING damage (to a person, object, etc.), there is a specific way to read the dice (see NEWS COMBAT). The numbers read on the faces of the dice are added together to obtain the amount of BODY done to the target. STUN is then computed through the use of a single die rolled, which is used as the 'STUN MULTIPLIER'. The game will automatically do this for you. Finally, human/character targets can be knocked back for a number of "game inches" based on the amount of BODY done. The formula for this is usually the total of BODY rolled on the dice, minus 3D6. Certain factors can change this, for example, martial attacks use on more D6 for their KB roll.

Continued in +HELP +KD6 2 -

+KD6 2 ---[ Champions2 MUSH 2.0: +HELP ] The +KD6 command syntax is the most complex of all the dice commands because you can have differing numbers of dice to roll for damage and Knockback, and you can buy Advantages that increase the STUN and/or the Knockback. You can also have the Penetrating or Explosion Advantage for your Killing Attack. And the Explosion Advantage can be bought with increased radius of effect.

Syntax: +KD6[/ ] <##>[/<#KB>] [+<#sm>] [x<#rad>]

<##>  number of damage dice, '3' or '3+1' or '3.5'. (Range 1 to 99) <#KB> number of dice for KB. If omitted 3D6 KB is assumed. (Range 0 to 9) <#sm> increased STUN Multiplier if bought with KA. (Range 1 to 9) <#rad> extended radius multiplier, ONLY FOR EXPLOSIONS. (x2,x4,x8,x16)

Basic Examples:

+KD6 3       rolls a 3D6 KA with 3D6 KB  +KD6 3+1/2    rolls a 3D6+1 KA with 2D6 KB  +KD6 2.5 +1   rolls a 2 1/2 D6 KA with 3D6 KB and +1 STUN Multiplier +KD6 4/4 +1  rolls a 4D6 KA with 4D6 KB and +1 STUN Multiplier continued in +HELP +KD6 3 -

+KD6 3 ---[ Champions2 MUSH 2.0: +HELP ] There are three switches that can be used with the basic +KD6 command. The /DKB switch calculates the knockback for attacks bought with the Double Knockback Advantage. The /PEN switch calculates the Penetrating BODY of a KA bought as Penetrating. The /EXP switch calculates the damage done by an explosive KA at increasing ranges from the target hex. When using the /EXP switch the maximum number of dice that can be rolled is reduced to 10D6. If your character has more than 10D6 of explosive KA the APPROVAL staff would like to have a word with you. However be prepared for villains with these powers.

Examples:

+KD6/DKB 2/2 +1  rolls 2D6 KA with 2D6 KB, double KB, +1 STUN Multiplier +KD6/PEN 2.5     rolls 2 1/2 D6 KA with 3D6 KB, Penetrating +KD6/EXP 2 +1 x4 rolls 2D6 KA Explosion, x4 extended radius, +1 STUN Mult.

Usage 1: +KD6 <##>[/<#KB>] [+<#sm>]      rolls basic Killing Attack Usage 2: +KD6/DKB <##>[/<#KB>] [+<#sm>]  rolls Double Knockback KA Usage 3: +KD6/PEN <##>[/<#KB>] [+<#sm>]   rolls Penetrating KA Usage 4: +KD6/EXP <##>[/<#KB>] [+<#sm>] [x2|x4|x8|x16]  rolls Explosion KA -

+ND6 ---[ Champions2 MUSH 2.0: +HELP ] This command is designed to quickly calculate the important numbers that are generated by rolling "damage dice" in Champions. Whenever you roll six-sided dice (D6) in Champions, and those dice represent any form of NORMAL damage to a person, object, etc., there is a specific way to read the dice (please see NEWS COMBAT). The numbers read on the faces of the dice are added together to obtain the amount of STUN done to the target (in some cases, such as when you attack a wall, this number is ignored). Additionally, every 2-5 rolled on a die does 1 BODY of damage, and every 6 rolled does 2 BODY of damage. Finally, human/character targets can be knocked back for a number of "game inches" based on the amount of BODY done. The formula for this is usually the total of BODY rolled on the dice, minus 2D6. Certain factors can change this (for example, martial attacks use one more D6 for their KB roll).

Continued in +HELP +ND6 2 -

+ND6 2 ---[ Champions2 MUSH 2.0: +HELP ] The basic syntax of the +ND6 command is shown below:

Syntax: +ND6 <##>[/<#KB>] [x<#rad>]

<##>   number of damage dice, '8' or '8.5' (Range 1 to 99) <#KB>  number of dice for KB. If omitted 2D6 KB is assumed. (Range 0 to 9) <#rad> extended radius multiplier, ONLY FOR EXPLOSIONS. (x2,x4,x8,x16)

There are two switches that can be used with the +ND6 command. The /DKB switch calculates the Knockback for attacks bought with the Double Knockback Advantage. The /EXP switch calculates the damage done by an explosive attack at increasing ranges from the target hex. When using the /EXP switch the maximum number of dice that can be rolled is reduced to 20D6. Usage 1: +ND6 <##>             Rolls ##D6 and assumes 2D6 for the KB roll Usage 2: +ND6 <##>/<#KB>       Rolls ##D6 and uses <#KB> for the KB roll Usage 3: +ND6/DKB <##>[/<#KB>] Rolls <##>D6 with #D6 KB at double knockback Usage 4: +ND6/EXP <##>[/<#KB>] [x2|x4|x8|x16]  Rolls explosive attack -