Stress die: Difference between revisions

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First, you roll a single ten-sided die, which is typically numbered 0 through 9. A zero is special: there is a chance the character will [[Botch]], and the player must roll [[Botch Die|botch dice]] to see whether that happens.  Even if no botch occurs, the roll is treated as zero.
First, you roll a single ten-sided die, which is typically numbered 0 through 9. A zero is special: there is a chance the character will [[Botch]], and the player must roll [[Botch Die|botch dice]] to see whether that happens.  Even if no botch occurs, the roll is treated as zero.


A 1, on the other hand, allows the player to roll again, doubling the result of the next roll. Additional 1's multiply the next result by four, eight, sixteen, and so forth, until a number other than 1 is rolled. All other numbers (2�9) count as their actual values. On the second and subsequent roll, a zero stands for a value of 10.
A 1, on the other hand, allows the player to roll again, doubling the result of the next roll. Additional 1's multiply the next result by four, eight, sixteen, and so forth, until a number other than 1 is rolled. All other numbers (2-9) count as their actual values. On the second and subsequent roll, a zero stands for a value of 10.


* Example: You roll 3. The result is 3.
* Example: You roll 3. The result is 3.
* Example: You roll 0. The result is 0, and you must roll a certain number of [[Botch Die|botch dice]] determined by the [[Storyguide]] to see if you [[Botch]].
* Example: You roll 0. The result is 0, and you must roll a certain number of [[Botch die|botch dice]] determined by the [[Storyguide]] to see if you [[botch]].
* Example: You roll 1, roll 0. The result is 0, and you must roll a certain number of [[Botch Die|botch dice]] determined by the [[Storyguide]] to see if you [[Botch]].
* Example: You roll 1, roll 0. The result is 0, and you must roll a certain number of [[Botch die|botch dice]] determined by the [[Storyguide]] to see if you [[botch]].
==  2 � 4). ==
==  2 � 2 � 2 � 10) ==


Unlike a [[Simple Die]] that is used in relaxed situations, a Stress Die is used to reflect stressful circumstances. Combat and most spell casting are both examples for the use of a Stress Die. Due to the open-ended multiplication from rolling consecutive 1's]]
Unlike a [[Simple Die]] that is used in relaxed situations, a Stress Die is used to reflect stressful circumstances. Combat and most spell casting are both examples for the use of a Stress Die. Due to the open-ended multiplication from rolling consecutive 1's]], a stress die can (rarely) yield spectacular results.
* [[Botch  a Stress Die can (rar
 
* [[Quality Die]]
== References ==
* [[Low Die]]
* Stress Die (inset) [[ArM5]], page 6
===  Legacy Page ===
* Stress Die, [[ArM5]] page 6 column 3
 
== See Also ==
* [[Botch]]
* [[Botch die]]
* [[Simple die]]
* [[Quality die]]
* [[Low die]]
 
==  Legacy Page ==
The history of this page before August 6, 2010 is archived at [[Legacy:stress_die]]
The history of this page before August 6, 2010 is archived at [[Legacy:stress_die]]

Revision as of 19:15, 15 August 2012

Rolling a stress die refers to a method of the Ars Magica game mechanics to determine the outcome of an action or event under stressful circumstances. A stress die carries with it the possibility of spectacular success or catastrophic failure.

First, you roll a single ten-sided die, which is typically numbered 0 through 9. A zero is special: there is a chance the character will Botch, and the player must roll botch dice to see whether that happens. Even if no botch occurs, the roll is treated as zero.

A 1, on the other hand, allows the player to roll again, doubling the result of the next roll. Additional 1's multiply the next result by four, eight, sixteen, and so forth, until a number other than 1 is rolled. All other numbers (2-9) count as their actual values. On the second and subsequent roll, a zero stands for a value of 10.

  • Example: You roll 3. The result is 3.
  • Example: You roll 0. The result is 0, and you must roll a certain number of botch dice determined by the Storyguide to see if you botch.
  • Example: You roll 1, roll 0. The result is 0, and you must roll a certain number of botch dice determined by the Storyguide to see if you botch.

Unlike a Simple Die that is used in relaxed situations, a Stress Die is used to reflect stressful circumstances. Combat and most spell casting are both examples for the use of a Stress Die. Due to the open-ended multiplication from rolling consecutive 1's]], a stress die can (rarely) yield spectacular results.

References

  • Stress Die (inset) ArM5, page 6
  • Stress Die, ArM5 page 6 column 3

See Also

Legacy Page

The history of this page before August 6, 2010 is archived at Legacy:stress_die