Dice roll types
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Dice roll types
I'm gearing up for working on v2 now, where I log & analyse the dice rolls and such. But to do so I need a list of all the dice rolls and possible outcomes. Have a look through these lists & tell me if I@ve missed anything out, or included things I shouldn't have.
D6
Always Hungry
Blood Lust
Bonehead
Catch
Dauntless
Decay
Dodge
Dump-off??
Foul Appearance
Go For It
Hail Mary pass??
Jump up (when using the insta-block part of the skill)
KO recovery or not
Leap
Pass
Pick-up Ball
Really Stupid
Regeneration
Wild Animal
Wizard (lightening)
Wizard (fireball)
2D6 armour rolls
Sustained from blocks
Sustained from piling on
Crowd surfs
Stab
Chainsaw
Self-inflicted (block fail)
Self-inflicted (dodge fail)
Self-inflicted (GFI fail)
2D6 other
Tentacles
Block rolls - note that 3D/2D/1D/2D against/3D against will also be measured
Normal block
Blitz
Frenzy (second blitz)
Multiple Block
Other rolls
Injury type
Apothecary
Kickoff rolls
-------------------------------------
Rolls that have outcomes other than pass/fail
Pass (fumble/inaccurate pass/accurate pass)
Injury rolls (stunned, KO or injured)
Block, which can have the following outcomes... (ordered from worst to best)
- Attacker down (turnover)
- Both down (turnover)
- Nothing (due to stand firm)
- Pushed
- Wrestled
- Crowd-surfed
- Defender down (on the spot, due to block/stand firm)
- Defender down (& pushed back)
Should Wrestled count as a success or not??
Are there any other rolls that don't have a pass/fail outcome?
--------------------------------------
Skills that can alter the outcome of a block - where "outcome" means one of the things in the previous list
Block
Dodge
Juggernaut
Stand Firm
Tackle (has an impact if and only if opponent has Dodge)
Wrestle
D6
Always Hungry
Blood Lust
Bonehead
Catch
Dauntless
Decay
Dodge
Dump-off??
Foul Appearance
Go For It
Hail Mary pass??
Jump up (when using the insta-block part of the skill)
KO recovery or not
Leap
Pass
Pick-up Ball
Really Stupid
Regeneration
Wild Animal
Wizard (lightening)
Wizard (fireball)
2D6 armour rolls
Sustained from blocks
Sustained from piling on
Crowd surfs
Stab
Chainsaw
Self-inflicted (block fail)
Self-inflicted (dodge fail)
Self-inflicted (GFI fail)
2D6 other
Tentacles
Block rolls - note that 3D/2D/1D/2D against/3D against will also be measured
Normal block
Blitz
Frenzy (second blitz)
Multiple Block
Other rolls
Injury type
Apothecary
Kickoff rolls
-------------------------------------
Rolls that have outcomes other than pass/fail
Pass (fumble/inaccurate pass/accurate pass)
Injury rolls (stunned, KO or injured)
Block, which can have the following outcomes... (ordered from worst to best)
- Attacker down (turnover)
- Both down (turnover)
- Nothing (due to stand firm)
- Pushed
- Wrestled
- Crowd-surfed
- Defender down (on the spot, due to block/stand firm)
- Defender down (& pushed back)
Should Wrestled count as a success or not??
Are there any other rolls that don't have a pass/fail outcome?
--------------------------------------
Skills that can alter the outcome of a block - where "outcome" means one of the things in the previous list
Block
Dodge
Juggernaut
Stand Firm
Tackle (has an impact if and only if opponent has Dodge)
Wrestle
Re: Dice roll types
Shadowing in 2d6 other.
Fanatic move rolls.
Decay isn't a roll - it's a second roll of the Injury dice.
Fanatic move rolls.
Decay isn't a roll - it's a second roll of the Injury dice.
Re: Dice roll types
Coin toss (special)
Weather (2D6)
Right OK... I'll add "injury roll - decay" as a 2D6 then (for the second roll).
Weather (2D6)
Decay isn't a roll - it's a second roll of the Injury dice.
Right OK... I'll add "injury roll - decay" as a 2D6 then (for the second roll).
Re: Dice roll types
Interceptions.
Re: Dice roll types
Almost there now with a list on the website for you all to check for me.
I've thought of one or two more, and also have some questions.
- Chainsaw is a 2+ action to see if it hits the target, or the wielder. If this fails, and the wielder is hit, is it a turnover? What about if he breaks his own armour?
- If you fail in a block, dodge or GFI, you have to make an armour roll. Are there any possible modifications that can be added to those rolls, or is always just AV?
I've thought of one or two more, and also have some questions.- Chainsaw is a 2+ action to see if it hits the target, or the wielder. If this fails, and the wielder is hit, is it a turnover? What about if he breaks his own armour?
- If you fail in a block, dodge or GFI, you have to make an armour roll. Are there any possible modifications that can be added to those rolls, or is always just AV?
Re: Dice roll types
No modifications to armour rolls in BB1. In BB2 there are stadium modifiers.
Not sure on the chainsaw and I don't have a copy of the roles to hand.
Not sure on the chainsaw and I don't have a copy of the roles to hand.
Re: Dice roll types
Pre-Christmas BBDB coding target accomplished!
http://gandalfgames.net/bbdb/standingda ... tatypeid=6
Let me know if anything is missing & if everything looks OK.
http://gandalfgames.net/bbdb/standingda ... tatypeid=6
Let me know if anything is missing & if everything looks OK.
Re: Dice roll types
Allow me to rephrase....
I would be grateful if one or two people could assist me in the development of BBDB by checking over the details of the above link.... I spent many hours developing it and it won't take you more than 20-30 minutes to check it over for me. Thanks!
I would be grateful if one or two people could assist me in the development of BBDB by checking over the details of the above link.... I spent many hours developing it and it won't take you more than 20-30 minutes to check it over for me. Thanks!
-
Abomination
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Re: Dice roll types
I don't know if this is relevant, but Diving Catch gives an additional +1 to hand-offs I believe... for the BB we play, not any other version of the game.
Re: Dice roll types
Armour (block fail) 2D6 Armour Value 0 No No - Mighty Blow can modify this roll.
Bribe 2D6 Fixed (2+) 0 Yes No - Can be rerolled as many times as you have bribes for. Also this is a 1D6 2+ roll.
Catch D6 Agility 0 Depends Yes Catch accurate pass +1, receiving hand-off +1, enemy tackle zone -1 - Diving Catch adds +1
Dauntless D6 Fixed (2+) 0 No Yes difference in strength... so usually 2+ - Dauntless is not a fixed 2+.
Go For It D6 Fixed (2+) 0 Yes Yes Sure Feet weather (snowy?) - 3+ in blizzard conditions
Injury (Decay 2nd roll) 2D6 Special 0 No Yes +1 Mighty Blow, +1 Stunty - I'm not aware of any Decay + Stunty players. It is possible though only for a star player or house rules.
Pick-up Ball D6 Agility 1 Yes Yes Sure Hands -1 enemy tackle zones - Big hand gives a +1.
Bribe 2D6 Fixed (2+) 0 Yes No - Can be rerolled as many times as you have bribes for. Also this is a 1D6 2+ roll.
Catch D6 Agility 0 Depends Yes Catch accurate pass +1, receiving hand-off +1, enemy tackle zone -1 - Diving Catch adds +1
Dauntless D6 Fixed (2+) 0 No Yes difference in strength... so usually 2+ - Dauntless is not a fixed 2+.
Go For It D6 Fixed (2+) 0 Yes Yes Sure Feet weather (snowy?) - 3+ in blizzard conditions
Injury (Decay 2nd roll) 2D6 Special 0 No Yes +1 Mighty Blow, +1 Stunty - I'm not aware of any Decay + Stunty players. It is possible though only for a star player or house rules.
Pick-up Ball D6 Agility 1 Yes Yes Sure Hands -1 enemy tackle zones - Big hand gives a +1.
Re: Dice roll types
"fixed" in my definition means "the base roll does not use any of the player's stats". It's a bit of a stretch to use this definition for dauntless but it works from a code-level point of view
The skill description can be rephrased to use this definition.
Thanks for the other stuff
The skill description can be rephrased to use this definition.Thanks for the other stuff

- DaigaroOgami
- Very Prolific Poster

- Posts: 830
- Joined: Mon Jun 23, 2014 8:55 am
Re: Dice roll types
Raveen wrote:Armour (block fail) 2D6 Armour Value 0 No No - Mighty Blow can modify this roll.
Bribe 2D6 Fixed (2+) 0 Yes No - Can be rerolled as many times as you have bribes for. Also this is a 1D6 2+ roll.
Catch D6 Agility 0 Depends Yes Catch accurate pass +1, receiving hand-off +1, enemy tackle zone -1 - Diving Catch adds +1
Dauntless D6 Fixed (2+) 0 No Yes difference in strength... so usually 2+ - Dauntless is not a fixed 2+.
Go For It D6 Fixed (2+) 0 Yes Yes Sure Feet weather (snowy?) - 3+ in blizzard conditions
Injury (Decay 2nd roll) 2D6 Special 0 No Yes +1 Mighty Blow, +1 Stunty - I'm not aware of any Decay + Stunty players. It is possible though only for a star player or house rules.
Pick-up Ball D6 Agility 1 Yes Yes Sure Hands -1 enemy tackle zones - Big hand gives a +1.
How about Nerves of Steel to ignore tackle zones on pick ups and catches?
Re: Dice roll types
It's doesn't affect pickups (http://gandalfgames.net/bbdb/skill.php?skill_id=45) I don't think you're the first person to think it does. The only skill that lets you ignore tackle zones when picking up the ball is Big Hand, which being a mutation skill thankfully no elves have access to (Rav's mention of big hand in his post is incorrect).
I'd be interested to see how it shows up in the log though.... I suspect the use of Nerves of Steel will be entirely invisible (eg it will just show as a catch with no tackle zone modifiers) but if you see it in action in a game, let me know.
I'd be interested to see how it shows up in the log though.... I suspect the use of Nerves of Steel will be entirely invisible (eg it will just show as a catch with no tackle zone modifiers) but if you see it in action in a game, let me know.
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