# Game of Games/Game Mechanics/Dice
## Base Dice

There are a vast array of dice available on the market today, but with the exception of the classic D10, they all have one major flaw, as they don’t have a zero result. In order to avoid needing custom dice, simply replace the highest result with a “0”, that in effect turns the classic six sided dice into a D5 (0, 1, 2, 3, 4, 5)
| Sides | Same | Min | Average | Max | Modification | Gap | Name | |
| 6 | 3 | 0 | 0.5 | 1 | Replace 6, 5 with 1 and 4, 3, 2 with 0 | | | D01 |
| 6 | 2 | 0 | 1 | 2 | Replace 6, 5, 4, 3, with 0, 0, 1, 2 | | | D02 |
| 8 | 2 | 0 | 1.5 | 3 | Replace 7, 8 with 0 and 4, 5, 6 with 1, 2, 3 | | | D03 |
| 10 | 2 | 0 | 2 | 4 | Replace 5, 6, 7, 8, 9 with 0, 1, 2, 3, 4 | | | D04 |
| 6 | 1 | 0 | 2.5 | 5 | Replace 6 with 0 | | | D05 |
| 8 | 1/2 | 0 | 3 | 6 | 0, 0, 2, 2, 4, 4, 6, 6 | 1 | D3x2 | D06 |
| 8 | 1 | 0 | 3.5 | 7 | Replace 8 with 0 | | | D07 |
| 10 | 1/2 | 0 | 4 | 8 | 0, 0, 2, 2, 4, 4, 6, 6, 8, 8 | 1 | D4x2 | D08 |
| 10 | 1 | 0 | 4.5 | 9 | | | | D09 |
| 6 | 1/2 | 0 | 5 | 10 | 0, 2, 4, 6, 8, 10 | 1 | D5x2 | D10 |
| 12 | 1 | 0 | 5.5 | 9 | Replace 12 with 0 | | | D11 |
| 10 | 1/3 | 0 | 6 | 12 | 0, 0, 3, 3, 6, 6, 9, 9, 12, 12 | 2 | D4x3 | D12 |
| 8 | 1/2 | 0 | 7 | 14 | 0, 2, 4, 6, 8, 10, 12, 14 | 1 | D7x2 | D14 |
| 6 | 1/3 | 0 | 7.5 | 15 | 0, 3, 6, 9, 12, 15 | 2 | D5x3 | D15 |
| 10 | 1/4 | 0 | 8 | 16 | 0, 0, 4, 4, 8, 8, 12, 12, 16, 16 | 3 | D4x4 | D16 |
| 10 | 1/2 | 0 | 9 | 18 | 0, 2, 4, 6, 8, 10, 12, 14, 16, 18 | 1 | D9x2 | D18 |
| 20 | 1 | 0 | 9.5 | 19 | Replace 20 with 0 | | | D19 |
| 6 | 1/4 | 0 | 10 | 20 | 0, 4, 8, 12, 16, 20 | 3 | D4*5 | D20 |
| 8 | 1/3 | 0 | 10.5 | 21 | 0, 3, 6, 9, 12, 15, 18, 21 | 2 | D7x3 | D21 |
| 12 | 1/2 | 0 | 12 | 24 | 0, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, 22, 24 | 1 | D11x2 | D22 |
| 6 | 1/5 | 0 | 12.5 | 25 | 0, 5, 10, 15, 20, 25 | 4 | D5x5 | D25 |
| 6 | 1/10 | 0 | 25 | 50 | 0, 10, 20, 30, 40, 50 | 9 | D5x10 | D50 |
| 10 | 1/10 | 0 | 45 | 90 | 0, 10, 20, 30, 40, 50, 60, 70, 80, 90 | 9 | D9x10 | D90 |
Dice Description Terminology:
* Sides: the number of sides on a dice
* Same: the number of sides with the same result
* Min: Minimum Dice Roll Result
* Max: Maximum Dice Roll Result
* Average: Average Dice Roll Result
* Modification: Changes to a standard dice
* Gap: Dice size to allow for all possible results (maximum result), to be rolled and added if the maximum result hasn't been rolled.
* Name: That's how the Dice is referenced

### Extended and Combined Efforts

Additional Rolls using Base Dice, every time an additional dice is added to the result there is a penalty (-1, -2, -5, -10, ...) so results can actually become worse.
The same applies for collaboration, and depending on the circumstances efforts additional contributes get a penalty to overcome
So you need standard 6, 8, 10, 12 and 20 sided dice, and will have the following dice sizes available 1, 2, 3, 4, 5, 7, 9, 11, 19 Risk and Reward
In general there are two type of dice, reward and risk. Rewards are added to the result and risk substracted. A characters skills, abilities, equipment, etc … make up the reward dice, and there can be factors increasing risk, the opponents skill, environmental factors, or additional risks taken. There are multiple risks and multiple reward outcomes depending on the challenge. For example in melee combat reward can be harming the opponent, and the risk is being harm oneself, but additional rewards could be Style (to impress the onlookers), and a risk could be extra force (possible resulting in negative positioning or loss of energy).
The following graph shows the distribution (based on the Monte Casino Model) of a Reward of 9, and Risk of 3:

### Multiplier Dice

Positive Multiplier dice do not start with 0 but 1 D9 x D9 = 81
| Sides | Same | Min | Average | Max | Dice Faces | Gap | |
| 6 | 2 | 0 | 1 | 2 | 0, .5, 1, 1.5, 2 | .5 | M2 |
| 10 | 1 | 0 | 1 | 2 | 0, .25, .5, .75, 1, 1, 1.25, 1.5, 1.75, 2 | .25 | M2 |
| 8 | | | | | 0, 1/8, 1/4, 1/3, 1/2, 1, 2, 4 | | |

### Additional Factors

* There is a statistical difference between 9 x D01 and one D09
* Momentum of highest results (or above average)
* Expertise allows to use multiple dice and take the highest results and lack of experience the lowest
* Counter Risk Dice
* Open ended rolls? (Separate dice to indicate of open ended is happening)
* Gap Rolls for increased granularity (if needed)