DIce rules
District 18 is a consent-based and free-form roleplay sim. There is no combat system and dice are voluntary in most cases. That said, the sim does have a standard approach to dice and standard rolls for different situations.
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Standard Dice Procedure
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In the event dice are utilized, players compete for the highest roll on a 1d20 die with no modifiers. ​So, rolls should look something like this. . .
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Officer Kim Bozo measured his sights on Gangster Cretin and fired two shots down the alley way in an attempt to disable him.
Comprehensive Dice HUD v1.1: KimBozo Resident has rolled 1d20 (11) = 11
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Gangster Cretin peered over his shoulder as the officer took his aim and attempted to duck behind a nearby dumpster to avoid being shot.
Comprehensive Dice HUD v1.1: GangsterCretin Resident has rolled 1d20 (15) = 15
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Officer Kim Bozo clicked his tongue in irritation for having missed his shots. Today just was not his day.
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Gangster Cretin sighed a sigh of relief before standing and making another run for it.
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As shown, Officer Kim Bozo was not successful in hitting Gangster Cretin because his roll was beaten by Gangster Cretin. This is how all standard dice interactions will go.
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Situational Rolls and Procedures
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Successfully Detecting a Fake ID: Must roll 17 or higher on an unmodified 1d20 die.
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Successfully Hacking Faction Bases: Must roll 17 or higher on 2 out of 3 rolls on an unmodified 1d20 die.
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Must be observed my FL or Moderator.
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Successfully Escaping Faction Bases: Must roll 17 or higher to escape a guarded faction base. (Police Station, etc.)
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Must be observed my FL or Moderator. [NON-STANDARD. W.I.P]
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​Successfully Hacking Players: Must beat 2 out of 3 contested rolls on an unmodified 1d20.
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HACKER rolls once, is contested by VICTIM: VICTIM WINS. HACKER rolls again, is contested by VICTIM: HACKER WINS. HACKER rolls for the last time, is contested by VICTIM: VICTIM WINS. HACKER fails to hack VICTIM.
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Read more about these rolls on The Neural Net page.
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