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Greeting, everyone! Some time ago, I had created a dice bag for Call of Cthulhu v5.6. Recently, I found the time to update it a bit, so am posting it again for everyone who would want to use it in their games.

The rules I've used:

0) The strength of each attack is determined in the beginning of each equation, where the appropriate die for damage is determined.

1) Attacks are rolled on d100. Rolling equal or under the attack skill value is a success.

2) Impaling attacks (sharp ones, like bullets, swords and claws), "impale" if the attacker rolls equal to or under a fifth of its attack skill. For an attack that impaled, damage is rolled twice (2d3 --> 4d3).

3) Melee attacks get a damage bonus, according to the sum of the attacker's Strength and Size, as follows:
[2,12]: -1d6
[13-16]: -1d4
[17-24]: +0
[25-32]: +1d4
[33-40]: +1d6
41+ : for each +16 or fraction thereof, another d6 is added.

4) Thrown weapons get half the bonus (d2, d3, etc ).

5) Firearms get a bonus to their base chance (skill value) equal to 5% for each full 10 Size of the target above 30. (e.g., +10% for a target of size 52)

6) If you roll equal to, or more than their malfunction number, they don't fire.

7) Lastly, firearms' hit chance is doubled if firing from a distance up to the character's Dexterity in feet (point blank), or halved for each additional increment (or fraction) of the base range beyond the first. For example, for a base range of 30 yards, the chance is halved between 31-60 yards and divided by 16 between 121-150 yards. Since there is no function for a number's powers (2^3=8), I arbitrarily limited this reduction to 5 times the base range, which seemed reasonable enough. I decided to make shooting any further fail automatically, though I could take out that part if you believe it's best.

8) Falling damage is calculated as a "fraction of 1d6 if falling less than 3 metres" (1m deals 1d2, 2m deal 1d4, 3m deal 1d6) and an additional 1d6 for each additional 3 metres or fraction thereof. On a successful Jump roll, the Investigator loses 1d6 less hit points, for being prepared.

9) Explosives do an amount of damage calculated in dice (in v5.6, they are all calculated in d6) and have a characteristic radius of effect. In each additional radius beyond the first, their damage output is decreased by a corresponding die (e.g. at 3.5 radii, damage falls from 5d6 to 2d6). What happens when increasing the amount of explosives has to be calculated by hand so far, since it needs an exponential function (double the charge to increase damage and radius by 50%).

10) Poison or Disease works as per the default, simplest case: the poison or disease in question has a potency rating. This is matched with the Investigator's Constitution through the Resistance Table (see below) and then a d100 roll is performed. If the roll fails, the Investigator fails to resist the poison or disease and loses hit points equal to its potency rating. If it succeeds, the Investigator loses half that amount. (if one wishes to know only the success or failure, the star next to the result will appear full if the dosease or poison overcomes the Investigator, empty if the Investigator resists)

11) The Resistance Table could not be made to show "Success" or "Failure" messages, so it was made to calculate and display the % chance of resistance, following the formula 50+(Active characteristic - Passive characteristic)5, capped by 0% and 100%. After that, a d100 roll can be attempted separately.

12) The only feature of Call of Cthulhu v7 that has been included in this package is the calculation of *Movement ratings for humans in case of a chase. The base Movement rating of a healthy human is 8, to which the following modifiers are added:
+1 if both that human's Strength and Dexterity are greater than Size
-1 if both that human's Strength and Dexterity are lower than Size
-1 at 40 years of age and an additional -1 for each full additional decade of that human's age
Lastly, a d100 roll is performed. If it is lower than that human's Constitution, +1 is added to the Movement rating. If it is greater than Constitution x 5, -1 is added to the Movement rating

13) An additional dice bag (based on the Investigator's dice bag) allows the Keeper to create individual Creature dice bags along with combat, spell casting and poison statistics.
Hallo. Is it possible to roll a d10 that ignores 1-9? Effectively outputting 0 if a 10 isn't rolled? Cheers.
Hi, I need a Rolemaster collection, if someone has it can answer an share it with us? Tnx!
Is there a way to put a word value in the area that usually shows the total? I'm trying to create a custom die that gives out the result 'Fail' on a result below a number, 'Exceptional' above a number and 'Success' on anything between.
I want to roll a d6, but any roll of 6 is a 5 with special stuff attached.

So it basically ignores 6.

Anyway to do this?
Hello to all,
this is a bit off-topic, but I'm about to release a new app called Grimorium for AD&D that is a quick reference for any AD&D 2ed spell.

Anyone is interested is invited to join the open beta by following this link:

Thanks.
Quick question, and if this has already been answered just let me know.

HERO System, trying to simulate Killing dice. Basically, d6 with optional addons of -1, +1, and +1/2. Dice roll has basic "add the whole roll" total and a second total calculated as x2.5, but with ability to vary that multiple by whole numbers, positively or negatively.

Example 1: rolling 3d6+1 and getting 1, 4, 6; multiple stays at 2.5. Totals would be 11;27.5, round down to 27 (11x2.5).

Example 2: rolling 3d6+1 and getting 3, 4, 6; multiple is raised to 3.5. Totals would be 13;45.5, round down to 45 (13x3.5).

Example 3: rolling 3d6+1 and getting 2, 4, 5; multiple is lowered to 1.5. Totals would be 11;17.5, round down to 17 (11x2.5).

Any help would be appreciated. ﻿
Hi a question for you

I wanna create a dice with values from -3 to +3 without the 0 value
But i don't understand how
Can you help me?
Hi! Quick help request for a new game system. It uses a pool of d20.

function should be F(x, y, z).

Roll x d20 plus one extra die for each 2 rolled, plus y extra d20.
if some numbers are equal, sum them. if there are multiple sums, make a grand total.

Then, if one or more results are higher than z, use the highest.

I'll try to code something by miself, but any help is well accepted :)