Legacy:Stress die
Version 1
Date: 2008-03-15 21:23:55 GMT Author: pm Comment: Initial version
Rolling a stress die refers to a method of the [[Ars Magica]] game mechanics to determine the quality or the outcome of an action or event under stressful circumstances. First, you roll a single ten-sided die. A zero (or 10) is special in that it usually means that the rolling of [[Botch Die|botch dice]] is called for. A 1, on the other hand, allows the player to roll again, thereby doubling the result of the next roll. Additional 1s multiply the 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 (or 10) stands for a value of 10. # example: You roll 3. The result is 3. # example: You roll 0. This usually calls for a certain number of [[Botch Die|botch dice]]. # example: You roll 1, 4. The result is 8 (= 2 � 4). # example: You roll 1, 1, 1, 0. The result is 80 (= 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 exploding-dice mechanics, rolling a Stress Die can yield spectacular results.
Version 2
Date: 2008-03-15 22:02:30 GMT Author: pm Comment: Game mechanics
Rolling a stress die refers to a method of the [[Ars Magica]] [[Game Mechanics|game mechanics]] to determine the quality, or the outcome oty, or the outcome of an action or event under stressful circumstances. First, you roll a single ten-sided die. A zero (or 10) is special in that it usually means that the rolling of [[Botch Die|botch dice]] is called for. A 1, on the other hand, allows the player to roll again, thereby doubling the result of the next roll. Additional 1s multiply the 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 (or 10) stands * Example: You roll 3. The result is 3. * Example: You roll 0. This usually calls for a certain number of [[Botch Die|botch dice]]. * Example: You roll 1, 4. The result is 8 (= 2 � 4). * Example: You roll 1, 1, 1, 0. The result is 80 (= 2 � 2 � 2 � 10) 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 exploding-dice mechanics, rolling a Stress Die can yield
Version 3
Date: 2009-05-09 00:37:54 GMT Author: AndrewGronosky Comment: Added reference, light edit for clairity
Rolling a '''stress die''' refers to a method of the [[Ars Magica]] [[Game Mechanics|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 of great failure and the player must then roll [[Botch Die|botch dice]]. A 1, on the other hand, allows the player to roll again, thereby doubling the result of the next roll. Additional 1's multiply the 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. er 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. This usually calls for a certain number of [[Botch Die|botch dice]]. * Example: You roll 1, 4. The result is 8 (= 2 � 4). * Example: You roll 1, 1, 1, 0. The result is 80 (= 2 � 2 � 2 � 10) Unlike a [[Simple Die]] that is used in relaxed situations, a Stress Die is used to refopen-ended multiplication from rolling consecutive 1's, a and most spell(rarely) ycasting are both examples = References * Stress Die (inset) [[ArM5]], page 6 * Stress Die, [[ArM5]] page 6 column 3 = See Also * [[Botch Die]] * [[Simple Die]]
Version 4
Date: 2009-05-09 00:42:58 GMT Author: AndrewGronosky Comment: Clarified botch
Rolling a '''stress die''' refers to a method of the [[Ars Magica]] [[Game Mechanics|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 [[Botch | 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 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. * 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 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, 4. The result is 8 (= 2 � 4). * Example: You roll 1, 1, 1, 0. The result is 80 (= 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]] * [[Botch a Stress Die can (rar * [[Quality Die]] * [[Low Die]]