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Chapter 4: Dice and Dice Rolls​
Consider this chapter a “somewhat” continuation of the last chapter. Here, we discuss the dice that are used in the game and how die rolls and checks are done. It is more complex than it initially seems, with rules and mechanics such as critical successes, critical failures, and grazing hits. This section will discuss these rules and mechanics.
4.1 Types of Dice:    

While many games use six-sided dice, this game employs a broader variety, comprising a total of six different types. These are referred to in the rules as the letter d followed by the number of sides that the die contains. In the rules, it also sometimes calls for you to roll multiple of a specific type of die, and possibly even add a number to it. For example, if something says to “roll 2d4 + 2”, then you will do so with two four-sided dice, adding them together along with an additional 2.

4.2 Types of Rolls:    

In many instances of the game, whether something, such as an attack, succeeds or fails, is up to dice rolls. For example, when swinging a sword at an opponent, you would roll a contest roll. If the roll is a success, the sword attack hits and does damage to the opponent. If it fails, it misses and does no damage. These rolls add a sense of luck and mutual unpredictability for both you and the opponent. Movement rolls, which are one type, have already been discussed in this chapter.


A Contest Roll involves two or more players rolling a d20. It is typically done when both/all pieces within potentially multiple parties are in a situation where both sides have active control. Players must apply modifiers, bonuses, and penalties to the roll as specified in the rules. Bonuses are added to the total, and penalties are subtracted from it. For example, if a contest roll calls for you to add your dexterity modifier, which is +2, to your roll, there is a -4 penalty, and if you roll a 16, the total will be 14 (16 + 2 - 4).

The person who has the highest total wins the contest roll. Follow the rules for what happens from there. There is always an offender and a defender. If there is a tie, the offender wins the contest roll. Sometimes, instead of two players making a die roll for a contest, one of the sides could be a predetermined value. Follow the rules for what that predetermined value would be. 

A saving throw is typically used when a party member is in danger of suffering a negative consequence. They are made using a d6, and only one side of the interaction rolls the die. That player is going against a goal. A goal is typically a predetermined number, sometimes affected by things such as a player’s stat modifier. If the player doing the saving throw meets or exceeds the goal, it is a success for that player; otherwise, it is a failure. The rules state what happens in each scenario. Finally, modifiers are often added to the player’s saving throw. For example, if they have to add their constitution modifier of +1, and they roll a 5, the total is 6 (5 + 1).

A damage roll occurs when dealing damage through various means, such as a weapon attack or certain spells. It would vary in the type and amount of dice. If multiple dice are being used, the total of all the dice is added together. With any relevant modifiers or additional rules, the total is dealt as damage to the piece taking it. If a party member or party takes damage through means other than another player, such as when hail is happening, the player whose party is taking the damage gets to roll the dice.

​A Check Roll is typically done with a d20 in instances that call for it. No modifiers or other factors generally contribute to the total of one. After making a Check, look at the relevant table to see what happens. For example, let's say you get a 4, and the following is the appropriate table; the result is that one of your party members is sus. Check Rolls could vary in the dice being used, so make sure to read the number in parentheses after the table’s title.

Picture
Finally, there are other miscellaneous rolls, including calendar and punching rolls. Simply follow the rules for conducting the roll and its results.
​


This section, “Ludicrous Ludo: Section 4.2”, is adapted from page 83 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 4.2” is under a CC BY-SA 4.0 license.

4.3 Rounding Down:    

Certain rules of the game may ask you to divide a number. When dividing a number in the game, always round down unless something says otherwise, even if that number is halfway or more to the following whole number. For example, if a player needs to halve 7, the value after halving is 3.

4.4 Advantage and Disadvantage:
​
Sometimes, something might help a party member accomplish something, and other times, it might hinder them. Situations like these are when advantage and disadvantage come into play. When rolling with advantage, roll the appropriate die twice (or two of them) and keep the higher of the two numbers. For example, if the rolls are a 16 and a 5, the 16 is kept. When rolling with disadvantage, roll the appropriate die twice (or two of them) and keep the lower number. In the previous example, you would keep the 5.

If multiple rules grant you one of these at the same time, you simply still have it as if only one rule caused it. Advantage and disadvantage never stack unless said otherwise. If you have both advantage and disadvantage simultaneously, the two cancel each other out, and the roll is made like regular. This rule applies regardless of the number of each one that you have.

This section, “Ludicrous Ludo: Section 4.4”, is adapted from pages 76-77 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 4.4” is under a CC BY-SA 4.0 license.

4.5 Critical Successes and Failures:    

Sometimes, a party member could do an action well or poorly. Ludicrous Ludo shows this as critical successes and failures, which can only occur on specific contest rolls. Both of them are also referred to as “crits.”


Critical successes happen when a player has the die land on 20, and the other player’s die lands on something other than 20. A critical failure occurs when a player has the die land on 1, and the other player has their roll land on something other than 1. If both players tie with a specific crit, both players reroll.

Critical successes and failures could have different effects depending on the type of contest roll. For example, the former could let you roll for advantage on the table, while the latter could give your pieces an unfavorable status condition. What they do is listed in the description of the contest roll type. Not every kind, however, is affected by crits, and does not mention them in its description.

This section, “Ludicrous Ludo: Section 4.5”, is adapted from page 94 of the “System Reference Document 5.1” by Wizards of the Coast LLC, which is under a CC BY 4.0 license. “Ludicrous Ludo: Section 4.5” is under a CC BY-SA 4.0 license.

4.6 Grazing Hits:    

Not every action is critical, however, and some barely work at all. In this game, these instances are referred to as grazing hits. Grazing hits occur when there is a tie within some contest rolls.

Grazing hits, much like crits, could affect the results of the roll, such as halving the amount of damage dealt from a weapon attack. What they do is listed in the description of the contest roll type. Not every kind, however, is affected by grazing hits, and does not mention them in its description.

4.7 Fate Reroll:    

A player whose party does not have the stressed condition can reroll a contest roll or saving throw by doing something referred to as a fate reroll. A fate reroll may do this regardless of whether it is your turn or not, using no action, bonus action, or reaction. However, you must do it after you have rolled and know the contest's results, but before the original result goes through in the game. You must use the new roll if you use this ability. If you use this ability on a roll with either advantage or disadvantage, choose one of the dice you rolled to reroll.

    
Due to the strain of changing fate on your party members, they gain the stressed status condition. Look at the status condition page for more information. Becoming stressed makes performing this ability risky, but it can also be potentially rewarding.

4.8 Penalty Rolls:

​Some rules in Ludicrous Ludo may call for a “penalty roll” to take place. When a player is forced to take a penalty roll, they roll a d6 and move one of the pieces on their pathway back that many spaces. If they have multiple pieces on their pathway, they get to choose which one moves, assuming that a particular one can move. A piece may not move past its starting square, stopping before it or before a friendly space before it.
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