RPG Dice is intended to be a universal RPG dice roller. It's not there yet, but it's coming along. It currently has what I believe to be a universal dice parser, which is the core of what makes this work. For the app itself to be truly universal, though, it needs to directly support more game systems than what is represented currently. I hope to get feedback on that soon.

  1. Dice Roll
  2. Http://dierollerscheune.de
  3. Dice Roller Google
  4. Http://dieroll.java

Dice Roll

Dice Specification

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The Rolz.org dice roller supports a variety of roleplaying systems. It interprets dice codes presented in the standard notation commonly used in roleplaying games, but it also knows advanced rules. The dice probability calculator is a great tool if you want to estimate the dice roll probability over numerous variants. There are may different polyhedral die included, so you can explore the probability of a 20 sided die as well as that of a regular cubic die. A very (VERY) simple dice roll simulator. Must have app for all board game lovers. Features: You can have one or two dice. You can choose between D4, D6, D8, D10, D12 and D20 dice Roll by shaking your phone or by tapping. Label showing result of previous roll. The best in class banner ad clicking immersive experience (10/10):).

Dice specifications are provided via a mini-programming language. This is the core of what can make RPG Dice a universal roller. Currently it handles every dice-based system I'm aware of and some I've not seen in the wild. The systems I know it supports include traditional (A)D&D, Shadowrun 2nd Edition, Palladium (including initial attributes) and White Wolf's Storyteller system from World of Darkness and others. It also supports house rules from several of them. For instance, I used to roll AD&D stats by rolling 4D6 and discarding the lowest die. That can be done with the 4D6:>3 spec.

The following is an attempt to summarize all the parts of the dice spec.

nDs
Roll n dice with s sides. Examples: 2D6 (roll two 6-sided dice), 4D10 (roll four 10-sided dice)
  • Use the JS font loader so the selector doesn't get positioned until fonts are loaded.
  • Add a clear button to the history.
  • Get the history to take up the entire extra visible section of the page without adding a scroll bar to the page. A scroll bar on the history section itself is probably necessary.
  • Try to get the dice count selection for WoD to better match styling for the rest of the page.
  • Consider adding buttons for number of dice for WoD. Would help with the above.
  • Handle chance dice and willpower dice for WoD.
  • Fix sizing on the spec input/button. There's a mismatch there.
  • Display (somehow) the currently selected page. This could just be by using the :checked selector as the WoD selector does.
  • Add the ability to click on a history item to get details and/or re-roll that dice spec.
  • Select heading of result to change label in history. That makes the above more useful.
  • Add a Save button on the result to save the roll definition. Should eventually save to a server, but initially will use local storage.
  • Add a spec builder, or maybe a natural language parser along the lines of “roll 6d6. Discard the lowest roll” or “Roll 5d10. Count the number of dice with a value of 8 or higher. Re-roll 10s, adding values of 8 or higher to the number of successes. Continue to reroll 10s until none are rolled”.
  • Add a means to save specs and add them to pages.
  • Simplify adding pages. Right now you need to add the a element as well as the actual page. It should be possible to just add the page.
  • Make the different pages into plugins, allow each one to be self-contained, including the custom JS/CSS needed.
  • Utilize the JS history API to control and use the URL.
  • Make the initially open page/group persistent. That is, if nothing is specified in the URL, open to the last page that was open.
  • Split the Help page into three tabs: Help, To Do, Credits.
  • Center the Help page. Probably easiest with media queries. So if page width > 40rem, set it to 40rem and use standard centering techniques. Otherwise, set to 100% (minus nice margin).
  • Fix release tool so it properly conjoins the JavaScript files so they still launch.
  • Copyright ©2013 Michael D Johnson. All rights reserved. However, it will soon be released under an open source license. I'm not sure which one yet, but I'm leaning toward AGPL. The core dice library may be released under a more liberal license. I'm still contemplating how it should work.
  • Entypo pictograms by Daniel Bruce used for various control icons (e.g. the close buttons and menu buttons).

Non-Conventional Dice Roller

Use the following virtual dice roller to mimic dice that have a different number of faces from the conventional 6-faced die. The most common physical dice have 4, 6, 8, 10, 12, and 20 faces respectively, with 6-faced die comprising the majority of dice. This virtual dice roller can have any number of faces and can generate random numbers simulating a dice roll based on the number of faces and dice.


A dice is typically a small, throwable object that has multiple faces (most commonly six) and possible positions that indicate a number (or something else), used for generating random numbers and events. They are typically used for tabletop games, which includes a wide variety of games, as well as for gambling. Examples of tabletop games that involve the use of dice include games like backgammon, Boggle, and Yahtzee, where dice are a central component of the game. Some other well-known tabletop games include Monopoly, Risk, Dungeons and Dragons, and Settlers of Catan. There are however, numerous others.

Dice shapes

Http://dierollerscheune.de

The most commonly used dice shapes are shown in the image, and listed below.

  • Tetrahedron: 4 faces – the blue die
  • Cube: 6 faces – the orange, cubic die
  • Octahedron: 8 faces – the green die
  • Pentagonal trapezohedron: 10 faces – the orange, non-cubic die
  • Dodecahedron: 12 faces – the yellow die
  • Icosahedron: 20 faces – the purple die

Although the image shows some of the more common die shapes, there are many other polyhedral dice, or dice of other shapes. There are also non-numeric dice, dice that do not follow a counting sequence that begins at one, and spherical dice.

How random is a dice?

Based on probability, a die should have an equal probability of landing on each of its faces. However, this is not necessarily the case with mass produced dice as they cannot be truly random, since it is difficult to mass produce dice that are uniform, and there may be differences in the symmetry of the dice. Each dice, particularly d20 (20-sided polyhedral dice) and d8 (8-sided polyhedral dice) is often unbalanced, and more likely to roll certain numbers.

How to test how random your dice is:

Although it may not be the most accurate way to test how random your dice is, one relatively quick test you can do involves just a container, some water, and some salt:

  1. Get a container that can fit the die you want to test
  2. Fill the container with water, then add salt and the die to the water – if the die doesn't float, add more salt until the die floats
  3. Flick the die and take note of which side faces upwards – repeatedly flick the dice and record the results

For a well-balanced die, you can expect a variety of numbers. If it is not well balanced, you will be more likely to notice certain numbers occurring more often. However, unless this test is performed numerous times, or the dice is heavily unbalanced, the user is not likely to notice a significant difference.

DieRoll

Dice Roller Google

There are a number of companies that manufacture dice, and some more rigorous tests (than the one described above) have been performed on dice manufactured by different companies in an effort to determine how truly random the dice (mostly d20 dice) are. These studies confirmed that even dice manufactured within the same company under the same conditions can vary significantly from each other, and are not truly random. Some companies produced dice that were more random than others, but even then, were not found to be truly random.

Http://dieroll.java

Virtual dice, like the one above, are almost always based on pseudo-random number generating algorithms, which are also not truly random. However, a virtual dice roll is likely more close to true randomness than most physical dice.

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