## Left Field

## Rolling Dice

I’ve created an EABA die roller program so you won’t have to worry too much about specialized commands when rolling your virtual dice. EABA only uses six-sided dice, so that’s all we will worry about. Dice are rolled within square brackets, [ and ]. For example:

- [2d6] => [3, 4] =

**7**

EABA uses the “best of three” rule. This means that no matter how many dice you roll, you only use your best three dice.

- [5d6] => [3, 4, 1, 3, 4] = [4, 4, 3] =

**11**

You can add numbers to your dice easily:

- [3d6+1] => [6, 6, 5, +1] =

**18**

However, EABA doesn’t let you add values greater than 2. Larger numbers instead add more dice. For every additional three over, you add another die.

- [1d6+7] => [1, 3, 3, +1] =

**8**

You can also subtract dice. This takes away whole dice, instead of subtracting from the total.

- [4d6-2d6] => [4, 5] =

**9**

### Damage

Unlike other rolls, damage does not follow the best of three rule. Everything is totaled for damage. We have to use a special command to show when we are rolling for damage.

- [4d6.dmg()] => [2, 6, 6, 3] =

**17**points of

*lethal*damage.

Note that by default, the damage dealt is assumed to be lethal damage. By putting “non” or “half” inside the parentheses, you can change the type of damage.

- [4d6.dmg(“non”)] => [4, 2, 1, 5] =

**12**points of

*non-lethal*damage.

Half-lethal damage is special. Half of the dice rolled go to lethal damage, and the remaining dice go to non-lethal damage. This is used for weapons such as clubs.

- [5d6.dmg(“half”)] => [4, 2] [3, 4, 2] =

**6**points of

*lethal*damage and

**9**points of

*non-lethal*damage.

If you need to add to damage, it must go at the end. Don’t know why, but it doesn’t like it going before the .dmg part.

- [2d6.dmg()+1] => [4, 3, +1] =

**8**points of

*lethal*damage.

If you haven’t already, take a look at the other commands available in chat.