Why use Dice?

Dice have long been used in roleplaying games, such as Dungeons & Dragons, to add the element of chance to a scene which potentially has a number of different outcomes. However, not everything is always a matter of chance -- as you might be thinking, how much of a “chance” would an unarmed human female have versus a lycan warrior? In traditional roleplaying games, “stats” were awarded to a character’s roll. If the character possessed an especially good sword, he might add 1 point to his dice roll, thereby giving him a slight edge when rolling against an opponent. Additionally, penalties could be assessed to take away points from a dice roll as well.

In Mysts of Eyr , we do not use stats or penalties. There are no mathematics involved, simply pure chance. As we are a free-form roleplay environment, the onus is on the players to logically accept when their character should not be winning a fight. If your character is one man against a pack of ferocious dragons, to even attempt roleplaying that he’s got a chance at winning hedges into power-gaming territory.

However, often is the case when two characters are pretty evenly matched, both are equally as strong / powerful, they battle head-to-head for a significant amount of time, and neither player wants to roleplay letting their character back down. In this instance, dice is fantastic. It throws in the element of chance, evens the playing field, and prevents the losing party making a stink because of their own chapped hide. We love dice, we highly recommend using them at some point in your roleplay. Dice is even great for adding the element of chance in situations outside of combat, but more on that later. So, you want to give it a try? Read on!

How to Use the Dice

Mystara's Official Dice are built into the Titler HUD that can be obtained by contacting an admin or mentor. Once you have received the dice, right click to wear. They will appear in a HUD in the upper right of your screen as a picture of a die on the Titler HUD. Once the script is initialized, you simply need to click the die to generate a roll. Mystara’s dice is a 100-sided die. The script is completely 100% random and only official Mystara die are accepted for use in roleplay. Please, do not use dice from a different sim. Our dice are scripted to verify your rolls to prove that they are valid and from the Official, approved dice. We have no way of knowing whether their scripts are legitimately randomized. Our advice to you: do not accept dice rolls with someone using a system other than the official mystara dice, you have no way of knowing how legitimately “random” their script is.

Once clicked, the dice will announce your roll number in local chat and it can be seen by anyone within chat distance of you. When is the right time to click and roll? After you and your roleplay partner mutually agree to use dice, and after you’ve made your “attempt” post. This is important to remember -- choosing to use dice is a mutual agreement between two or more players, (with some exceptions for self-rolling, more on that later), and it is recommended that initiating a roll process should be done through IM’s, to keep local chat free of excess OOC chatter.

It is expressly recommended that you choose to use dice before the battle even begins. Trying to initiate the use of dice when you don’t like the way things are going for your character (in the hopes dice will turn the tables) isn’t good sportsmanship. Also, trying to initiate the use of dice after another player has god-moded or power-gamed can make a bad situation worse. In such circumstances, if another player is god-moding or power-gaming, feel free to politely speak to them about it, and/or have a GM take a look at the roleplay. GM’s are trained to handle it as drama-free as possible. And in such cases, often times a GM will ask that dice be used.

Determining a Winner

There are two main ways to determine outcomes through dice. The “quick” method, and the “grade” method. The former is better for fast-paced combat, or combat with a number of people involved. It’s quick, it’s dirty, it’s very simple. The latter is better for a focused, intense combat scene between two individuals

The Quick Method:

Simply, the higher roller is successful in their action. In combat, the attacker posts their attempted action, and rolls. The defender rolls, called a “counter-roll”. If the attacker rolls higher, the their attempt is considered a success. The defender roleplays out taking the hit, and in that same post, describes their counter attack. They are the attacker now, so they post the counter attack attempt, and roll.


Ugly Orc: Ugly Orc charges forward, snarling ferociously as he swings his massive club at Bilbo’s leg, attempting to immobilize the halfling.

Ugly Orc rolls a 48

Bilbo Baggins rolls a 22

Bilbo Baggins: Bilbo is struck in the leg with the club, and the shattered bone makes a nauseating crunch sound. At the last moment, Bilbo withdraws a dagger and attempts to plant it in the Ugly Orc's thigh.

Bilbo Baggins rolls a 65

Ugly Orc rolls a 12

Ugly Orc: Ugly Orc doubles over in pain as the dagger sinks completely into his quad!


 The Graded Method: 

The graded method is not ideal for most fast-paced combat scenes involving more than two people. Why? It takes much longer to play out a scene using the graded method because it is not as black and white as “higher roller wins”. The graded method determines HOW successful each attempted action will be based on a graded scale. So if you attempt to swing your club at Bilbo’s leg, rolling an 85 would be far more successful than rolling a 25. On a spectrum of success, one can be barely successful, moderately successful, highly successful, etc. You get the idea. We use the graded method for the special round of dice roleplay we call the Death Roll Match.

 The grading is as follows:

  • 80-100: Action attempt is hugely successful. The character’s attempt is considered successful and the receiving player roleplays out their character taking the fullest extent of the consequences up to but not including death.
  • 60-79: Action attempt is mostly successful. The receiving player’s character takes the hit of the attack, the effects strong, however are not excessive.
  • 40-59: Action attempt was close but not much of a success. The character will roleplay accepting the attempt though the effects and damage are below intended.
  • 20-39: Action attempt is poor. The receiving player will only take the most minimal damage from this near-failed attack. (for example:  an attempted beheading results in a little cut across the cheek)
  • 1-19: The attack is a critical failure, the receiver takes no damage or effects whatsoever. It’s a miss, a slip, a glance, or other general “fumble”.

The process for posting and rolling, counter rolling, counter posting and rolling is exactly the same for the quick method. The only difference is that the players will tailor their reaction posts more specifically to the dice rolls. If you have any questions or need help, feel free to contact any admin for more information on how to use dice in combat.

Other uses for Dice

Dice can offer a great amount of fun and chance to a number of different scenarios. For instance, when engaging your character in roleplay sex, you can do a dice roll to determine the chance of pregnancy. When eating some of the delicious, nutritious food at the the tavern, you can roll for food poisoning. When determining the success of steps in your magic casting spells. Allowing for the occasional backfire can add hilarity and realism to your RP. When navigating traps or picking locks, dice can serve to not only introduce the natural potential for failure, but in the event of success, it can be helpful to have a log of the roleplay and dice roll to present to the owner of the lock. Keep in mind the sim rules regarding the breaching of race quarters, private residences, and the sim rules regarding theft or property damage.  Though you may roll successfully for lockpicking, you still need to get the proper channels of consent for thieving or doing damage.