Originally Posted by
Daiwilletti
I find it helps to picture a real dice when working it out. If you have 2 6 sided die, you cannot throw a 1, the lowest you can get is 2 (1+1). If you roll 3 die, the lowest number you can get is 3 (1+1+1).
If you have 1D12=6, you have only one out of twelve chance of the event happening (throwing a 6). If you have 2D6=6, you have more chance of the spawning event occurring, (1+5, 2+4, 3+3, 4+2, 5+1).
Also the context of the die roll is relevant. When it is in a positional context, like a facility-die-roll, sometimes you don't want the spawn to appear in sector one (there are twelve positional sectors like hours on a clock). Then you can use 2D6 instead of 1D12, and you can ensure that sector one is never engaged.
I haven't been trained in or studied syntax, all I've done is look at the way it is used in the campaign file and spawn files. Someone who has studied this stuff can give you a more academically precise explanation no doubt.
There are a few errors in the stock campaign, right at the end of the campaign.xml file. There are a number of events defined by the roll of die. The section is very useful as you can work out syntax like gt is grand total, and == is "exactly equal to". In the stock xml, there is a little inconsistency in the use of the syntax and that can be tidied up.
Bookmarks