[net.games.rogue] Dice Answers

clark@ames.UUCP (Clark Quinn) (08/13/84)

<don't bug me>

Due to a number of requests for copies of answers to my questions on 
dice, I am posting the answers I received.  Thanks to all those who
responded.  One other question, does anyone have a heirarchy of weapons?
Now I know that the 2handed is better (see below), but one-handed?
Spear?

-- Clark
Water Elf, etc.

[answers]


1d6 means roll a single six sided die, which will return a value between 1
and 6. 2d6 is two six sides die, or 2-12. Some monsters have multiple hits
per round, as in 2d6/2d6, which means you make TWO checks for hits
independently, each one worth 2-12 hit points. 

a +2,+1 weapon is better than the same weapon at +0,+0. The first number is
used to modify the users dexteriy value, making it easier to hit the
monster. (A negative number makes it harder to hit). The second number
modifes the number of hit points of damage done. A +0,+0 two handed sword
does 1d10 of damage, but a +0,+2 two handed sword does 1d10+2 of damage, or
3-12 instead of 1-10. 

There is no difference (in rogue) between scale at AC6 and +1 ring at AC6.
The armor class is used to modify the chance of being hit (it essentially
lowers the attackers dexterity, just as his magic sword raises it). Before
5.3 rogue ac10 was considered bare skin (note that it IS possible to have
armor worse than bare skin-- think of it as glass shards in the armor with
you...). the better the armor, the smaller the AC. With 5.3, bare skin is
AC0, and higher numbers show better armor.

One good place to look for this stuff is the source code. Of course. Also,
the AD&D players and DM guides have the details for the fomulas and stuff,
and Rogue is a variant of a lot of that information. 

chuq



[]

	The notation "1d6" means one random number between one and six.
"2d6" would be the sum of two random numbers between one and six.  The
more "dice" (random numbers) there are, the more the probability curve
is shaped like a "bell curve".  I.e. - if you roll one die (1-6), you
have an even chance to get any of the numbers.  If you roll two 3-sided
dice (1-3), there is a much greater probability to get a 4 than to
get a 2 or a 6 (there are many more ways to roll a 4).  Therefore,
"1d6" (average 3.5) isn't as high most of the time as "2d3" (average 4),
but it is much easier to roll a "6" (1/6 versus 1/9).

	The attacks go as follows:

	(1) you hit at a monster:

		a) roll a 20-sided die (1d20)
		b) adjust for the following things
			i) the monster's armor class
			ii) your experience level
			iii) "to hit" bonus on your weapon
			iv) your strength
			v) ring of dexterity

		(I have the exact formula, but not with me right now)

		c) If the adjusted number is greater than (I think) 15,
		   then you have hit the monster (and compute damage):

	(2) To compute damage

		a) Roll the appropriate dice (depends on your weapon,
		   mace is "1d6", 2-handed sword is "3d6" (?)
		b) adjust for the following things
			i) the damage bonus of the weapon
			ii) ring of increase damage
			iii) your strength

	The amount of damage is then subtracted from the monster's "hit
points".  Each monster starts out with a certain number of hit points:
Hobgoblin: "1d8", Bat: "1d4", etc.

	You'll notice that I mentioned a "to hit" and "damage" bonus
for your weapons.  These are the "+" numbers which appear before the
name of the weapon.  A "+1,+2" mace gets a bonus of one to hit, and
a damage addition of two hit points (if your hit connects).

	Now, the monster also gets to attack you:

	(3) The monster attacks:

		a) roll "1d20"
		b) adjust for the following
			i) the number of hit dice the monster has 
			   (the equivalent of your experience level).
			ii) your armor class
			iii) ring of protection
			iv) ring of dexterity (? Not sure about this)
		c) If greater than a certain number, the monster hit you.

	(4) The monster's damage is computed from a table.  Each monster
	    has an entry something like "1d6/1d6" (Centaur).  This means
	    that the monster gets TWO attacks, and that each one does
	    "1d6" of damage.

-----------

By the way, +1 scale (AC6), and +0 ring (AC6) are identical in every
respect.  The game should make magical armor less likely to be hit
by rust monsters, but it doesn't (at least it didn't ... I used to
maintain a copy of the game on a VMS system at Caltech, so we had an
old copy of the source).
-----------
Chris Stassen
trwrb!trwspp!stassen



1d6 means:	Roll once the 6-sided dice (i.e. random number of 1-6)
2d6 means:	Roll twice, etc. etc.

+1 +1 mace means:	Add one to your chance to hit & add one to the
			amount of damage you give by hitting.
			EXPAMPLE:
				If you need 17 on a 1d20, and your
			mace is +1 +1, whatever you roll gets +1.
			Damage id the other +1 (taken off monsters
			HP)
A 2-handed sword is definately better than a mace.

In fact, a -1 -1 2-handed is BETTER than a +1 +1 mace

Scale mail +0 creates AC 6.  Normally you start with ring mail +1
or about AC6 (is it 7?).

The best armor is plate armor (AC2).
Let's say you have +7 plate armor.
Your AC would then be -5.

Even though some -n things are better than some +,
it is advisable that you read a remove curse(someone watching over you).

Anything else?

___
Gandalf the Grey

rh@mit-eddie.UUCP (Randy Haskins) (08/14/84)

    Before 5.3 rogue ac10 was considered bare skin
    (note that it IS possible to have armor worse than
    bare skin-- think of it as glass shards in the
    armor with you...).

actually, that would increase the damage.  The way to think
about it is that the armor has targets on it for the
monsters to go for :-)
-- 
Randwulf  (Randy Haskins);  Path= genrad!mit-eddie!rh