Legacy:Stress die

From Project: Redcap

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]]