Post by Admiral Striker General on Oct 9, 2010 9:48:49 GMT -5
A collection of various dice-rolling systems used by some mods for deciding all sorts of events around the board. All of these are completely optional/unofficial, technically; not all mods use them, and some may choose to use variations on them. They are merely suggestions, then, compiled for reference for those mods who do like them.
All these dice system use this awesome page, which is quick and easy, has an abundance of dice types, keeps record of your recent rolls in order just in case, and works while offline if you add it to your favorites. *discovered last bit when internet went down* x3
Note: d# = "die with # sides". So "a d4" is a 4-sided die, etc.
Note 2: While I'll always use one end of possible numbers as the example, it actually doesn't matter WHICH numbers you use, of course; they all have the same odds of occurring. So just because I say 1-3 out of 10 doesn't mean you couldn't use 8-10 if you prefer the high to low end, or whatever. Hell, you could use 2, 5, and 8; as long as it's still 3 total numbers and you know which will mean what before you roll. ;P
WILD ___ APPEARED!
BREEDING TIME
IT'S TIME- to D-D-D-D-D-DUEL! *shot*
OTHER:
Dice can be used for anything and everything, really. :3 Any system you can imagine in your head can be fun to play with if you like the joy of randomness, so if you do, go ahead and mess around with it.
x'3 If you want to be REALLY MEAN to your characters, for those who are involved in certain.. 'adult activities'... You could take into account that contraceptives do still have a 1 in 1000 chance of not working and roll on that. *SHOTHARD* Now, SG fails hard at math[/b], so PLEASE correct me if this is wrong, but I THINK if you roll 3 d10s, the odds of rolling the same number on all three rolls, whatever number that may be, are 1 in 1000. For less responsible characters (or those intentionally trying for kids I guess o3o), I think like 1 in 20 odds is relatively accurate considering what's possible to roll with dice. x''3 *shotsomuch* I'm a terrible person.
Edit: Or for 1 in 1000 odds, Use This. xP[/size]
All these dice system use this awesome page, which is quick and easy, has an abundance of dice types, keeps record of your recent rolls in order just in case, and works while offline if you add it to your favorites. *discovered last bit when internet went down* x3
Note: d# = "die with # sides". So "a d4" is a 4-sided die, etc.
Note 2: While I'll always use one end of possible numbers as the example, it actually doesn't matter WHICH numbers you use, of course; they all have the same odds of occurring. So just because I say 1-3 out of 10 doesn't mean you couldn't use 8-10 if you prefer the high to low end, or whatever. Hell, you could use 2, 5, and 8; as long as it's still 3 total numbers and you know which will mean what before you roll. ;P
WILD ___ APPEARED!
- Roll a d10. 1-4 = Common (40%), 5-7 = Uncommon (30%), 8-9 = Rare (20%), 10 = Super Rare (10%).
- Count the number of Pokemon of that rarity on the list, and pick the closest number rounded up. (That is, if it's 6, roll a d6. If it's 9, roll a d10, etc. If using more sides than options, the extra numbers are "reroll").
- Roll a d100. 100 = Shiny. If you're feeling generous, maybe use 1, 100, and/or one or two of your own favorite numbers to up odds slightly more. 5% odds should prolly be about tops on random shiny encounters, though. In addition, pick four other numbers, each one representing leucistic, albino, abundistic, and melanistic. (1% odds only on these.) For details on these colorations, see the Pokemon rules thread.
- If you wanna be fully random, use the d2 as a coin flip to decide gender.
BREEDING TIME
- If you wanna give higher odds, roll a d6. 1-2 = first species; 3-4 = second; 5 = hybrid; 6 = reroll. (20% chance of hybrid)
- If you want lower odds, roll a d20. 1-9 = first; 10-18 = second; 19 = hybrid; 20 = reroll. (5% chance of hybrid.)
- For in-between, 8/10/12 also work following the same pattern. Which die is just mod preference.
- Of course, 'roll' the d2 to decide all genders.
- If you want, see how many abilities it could have; roll that number rounded up to decide which each does have.
PUREBREDS - For normal x normal, follow Shiny rolling described in catching section.
- For normal x Shiny, roll a d3. 1-2 = normal; 3 = Shiny.
- For Shiny x Shiny, roll a d3. 1 = normal; 2-3 = Shiny.
HYBRIDS - For normal x normal, follow Shiny rolling described in catching section.
- For normal x Shiny, roll a d5. 1-3 = normal; 4 = half-Shiny; 5 = Shiny. (If half-Shiny, roll a d3. 1 = switch normal/shiny parents; 2-3 = keep them same. For example, Eevee x S-Vulpix. 1 would give a S-Eevee/Vulpix, while 2-3 an Eevee/S-Vulpix.)
- For Shiny x Shiny, roll a d5. 1 = normal; 2-3 = half-shiny; 4-5 = Shiny. (If half-Shiny, simply roll a d2. 1 = first species is Shiny; 2 = second species is.)
- Other alternate colorations follow the same pattern as Shinies. For different colorations combining, roll each separately as if it's x Normal. Then, if they both come out positive, Shiny can stack with a melanin-affected coloration. (Color may/will show a little in albino/abundistic. If it doesn't, it can still be passed down, and will still make the 'mon sparkle.) For [leucistic and albino] or [abundistic and melanistic], roll the d2 to pick on or the other. [Leucistic and melanistic] or [abundistic and albino] will cancel out. [Leucistic and abundistic] will result in albino (not exactly how it would work in nature, but for mechanics-sense, trying for utterly no melanin + trying for a little too much = lacking quite a lot but not all). Similarly, [albino and melanistic] ends up abundistic.
- For hybrids with more than 2 possible types, roll the possible number (either 3 or 4) twice to decide which two it'll be.
IT'S TIME- to D-D-D-D-D-DUEL! *shot*
- When battle-modding, OR when doing a self-reffed battle to be completely fair, whenever moves have possible side-effects or less than 100% accuracy, use a d10 or d20 to determine whether or not they occur/are successful.
- For moves with a 10% interval, either the d10 or d20 works fine. For example, bite has a 30% flinch rate. For a d10, this would be 1-3. For a d20, 1-6.
- When moves have a 5% interval, a d20 is necessary to work properly. For example, Supersonic has 55% accuracy: this would be 1-11. Tackle has 95% accuracy: 20 = miss. When using a d20, each number is another 5%, if you didn't realize, so it's quite easy to count. :3
OTHER:
Dice can be used for anything and everything, really. :3 Any system you can imagine in your head can be fun to play with if you like the joy of randomness, so if you do, go ahead and mess around with it.
x'3 If you want to be REALLY MEAN to your characters, for those who are involved in certain.. 'adult activities'... You could take into account that contraceptives do still have a 1 in 1000 chance of not working and roll on that. *SHOTHARD* Now, SG fails hard at math[/b], so PLEASE correct me if this is wrong, but I THINK if you roll 3 d10s, the odds of rolling the same number on all three rolls, whatever number that may be, are 1 in 1000. For less responsible characters (or those intentionally trying for kids I guess o3o), I think like 1 in 20 odds is relatively accurate considering what's possible to roll with dice. x''3 *shotsomuch* I'm a terrible person.
Edit: Or for 1 in 1000 odds, Use This. xP[/size]