Rolling the Dice

Whenever FreeD6 calls for an ability check, it’s calling for a dice roll. Sometimes FreeD6 calls for a skill check when referring to a specific skill or specialization. All skill checks are also ability checks; all skills are also abilities. Any time the dice are rolled, it is referred to as an ability check, no matter the circumstance.

Ability Checks

To make an ability check:

  • figure the dice value by adding the die codes of the ability, skill, and specialization used in the check;
  • modify the dice value according to any effects;
  • roll the dice, add them together, and add the pips;
  • modify the rolled value according to any effects.

This is the total value of the ability check.

Abilities are ranked by a die code. A full rank in an ability is 1D. A partial rank in an ability is +1 pip. When an ability would be increased to three pips (+3), it instead increases in rank by 1D; an ability must have two partial ranks (pips) before it increases to the next full rank.

When adding die codes to get a dice value, add the full ranks together (eg. 1D + 2D = 3D) and add the pips (eg. “+1” + “+2” = “+3”) and then convert pips to ranks by trading +3 pips for 1D. For example: 1D+1 added to 2D+2 yields 3D+3 which converts to 4D; 2D+2 added to 3D+2 yields 5D+4 which converts to 6D+1.

Fixed Values

All abilities have a fixed value which can be referenced by other actions. The fixed value is figured by multiplying the full ranks of an ability by 3 and adding the pips.

RankFixed
Value
RankFixed
Value
RankFixed
Value
1D33D95D15
1D+143D+1105D+116
1D+253D+2115D+217
2D64D126D18
2D+174D+1136D+119
2D+284D+2146D+220
Fixed Values

Modifying the Dice Roll

Some effects and abilities modify the dice roll. Effects which modify the dice are always applied before the roll is made. Effects which modify the rolled value are always applied after the roll is made.

For example:

  • Spending a luck point before a roll is made doubles the number of ability dice rolled in a check.
  • The Wild Die effect substitutes a Wild Die for a regular ability die before the roll is made.
  • Advantage and Disadvantage rolls a second set of dice and uses the better/worse roll before any dice are flipped or substituted.
  • Boost and penalty dice are rolled alongside the ability dice and substitute higher/lower values for lower/higher ones after the roll is made.
  • A dice flip alters the value of rolled dice after the roll is made.

In order of application, dice actions are performed:

  1. Spend a luck point to double the ability dice.
  2. Substitute Wild Dice for regular ability dice.
  3. Roll the regular ability dice.
  4. Roll the Advantage or Disadvantage dice.
  5. Roll and apply any boost or penalty dice.
  6. Apply any dice flip effects.

Using Other Dice

A standard set of role-playing dice includes four-sided, six-sided, eight-sided, ten-sided, twelve-sided, and twenty-sided dice which are ranked along a dice track. When another type of die is used, it is written as “D” followed by the number of sides, for example: D4, D6, D8, D10, D12, or D20. FreeD6 uses six-sided dice (D6) for all checks unless an effect alters the dice.

Result Points

The final value of a dice roll is the result points.

If the dice roll is not being compared to another number, the final value of the dice roll stands as the result points.

If the dice roll is being compared to a difficulty or a fixed resistance, the difference between the dice roll and the difficulty is the result points. Result points always favor the higher value.

If the dice roll is being compared to another dice roll or an active resistance, the difference between the two dice values is the result points. Result points always favor the higher value.

This game build for the OpenD6 Project is licensed under Attribution 4.0 International