Decide miss, dodge, block, crit or hit with a single dice roll
Rolling separately for miss, dodge, block and crit gives odds nobody can state, and a high crit chance quietly steals from the others. One roll along an ordered strip makes every outcome add up cleanly and shows what really happens when the numbers get too big.
Why this works
One roll can land in only one place, so the chances can never add up to more than the whole. The shown number is then the true one. The order of the slices settles ties on purpose, instead of leaving them to luck.
When not to use it
Skip it when outcomes depend on each other in steps the player should feel, such as a hit that must land before it can crit. Then roll in stages and show each stage, so the story is readable.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 32 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Decide miss, dodge, block, crit or hit with a single dice roll" (read_entry one-roll-attack-table) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP