The Dice System

Rolling the Dice
In ADC when in engaging in a 1 on 1 fight with another Rper. Then T1 is fully enforced.

 HOWEVER 

When engaged in group combat or even 1 on 1 combat with an  NPC   a DND ( Dungeons and Dragons ) styled system is implied with a 20 sided Dice (d20). Below we'll list how this RP works in terms of the dice number system of 20. And we'll show you the original rules for DND as well to give you a better retrospect.

ADC Dice Rules
[https://www.brockjones.com/dieroller/dice.htm Use this site for the rolling. Only Admins can roll. Screenshots can and must be taken for rolls. Use only the D20 slot for rolls. ONLY THE D20. We only use the Quick Roll section. ONLY THE QUICK ROLL SECTION.]

The 1-20 Rule
'''1-5 = No connection Zone. If you roll a 1, then the NPC will not only dodge your attack but attack you for a gaunrteed hit. If you roll a 2, the NPC will dodge your attack however you will not be harmed, but you will be open for the next turn. If you roll a 3, then the attack will be missed however you will get the chance to get back on guard. If you roll a 4 then your attack will be dodge but you will be able to gain distance for your next turn. If you roll a 5, then your attack will be dodged but it will nip the NPC for very small damage. '''

'''6-10 = Low Damage Zone. If you roll a 6, then you will connect however the opponent will not be phased much. If you roll a 7, then the opponent will take small damage ( like a scratch). If you roll an 8, then you'll do slight cosmetic damage. If you roll 9 its slight muscle damage. While rolling a 10 its slightly cracked/fractured bones. '''

'''11-15 = Medium Damage. If you roll an 11 then you cause slight bleeding. If you roll a 12, then you cause mild bleeding. If you roll a 13, then you'll have moderate bleeding. If you roll a 14, then you'll have severe bleeding. If you roll a 15 then your opponent is bound for internal bleeding. '''

'''16-20 = High Damage Zone. If you roll a 16 then you'll break your opponent's bones upon impact. If you roll a 17, then you'll cause a heavy compound fracture. If you roll an 18, then you'll land a fatal blow on a specific area of the body. If you roll a 19, then the opponent will be placed almost instantly into the brink of death. Rolling a 20, will gaunrtee an auto kill or a hit hard enough to force the opponent into submission. '''

Bonus Rolls
Bonus roles are special roles that might occur during an event, an episode, or as a by-product of your character's special ability or talent. For instance, There may be an event which your character isn't particularly good in, however using a special skill they may have such as observation or keen intellect, for example, even if one were to have a relatively low number roll, their perks may allow them to roll additionally to increase the numerical value.

This also plays to the environment. Some rpcs may receive special rolls for being near a large body of water (waterbenders) an area where the air is fresh or the wind is blowing (airbenders) an area with specifically malleable rocks (earthbender) or a particularly heated area (firebenders). Even for non-benders, if one were to find themselves inside of an area with an assorted variety of weaponry or layout, they may gain bonus rolls that correlate with their character's abilities and or equipment.

Last Chance / Death Roll
Nobody wants to die right? Your rolls keep getting crummier and crummier? Well, that's not an issue here as with the last chance roll, every rpc will have an opportunity to save them from a sudden death. The roll works as such; let's say the npc rolls a solid 20 for a kill shot on you specifically. You get a last chance roll\death roll. So should the opponent npc get a full 20 on you and you were to roll a 15.

You subtract the 15 you rolled from the 20 your opponent rolled to get 5. Now, instead of receiving a kill shot, your opponent's damage output has been changed to a low damage output and you'll receive the penalty for the number you just rolled. You could save yourself!....or just prolong your death.

Death​
In the event that you do indeed die, fret not, for it is not permanent. In the event your character parishes, you may come back to life through some unforeseen circumstance beyond your control only if you roll the right number. Every turn that is yours during your rpc's death you will have to roll for the number 7 Should you roll a seven OR roll consecutive numbers that add up to 7, you may return to life upon your next turn. Note, if you roll twice and your total numbers reach above 7, you will have to start over and roll again for either a 7 or a number lower than 7.

Injury Recovery Rate / Aftermath roll
The injury recovery roll only occurs if you survive your encounter and have someone around or your near some form of civilization. 1-20 will determine how long it will take for your rpcs injuries to heal, outside of any advantages you may or may not have in this field. Waterbenders are the only ones who get small bonuses in this field, but only to heal others. The bonuses they receive to heal themselves is much smaller.

Say you're arm is broken. Any roll from 1-10 equals 3 episode recovery. 11-19 equals 2 episode recovery and 20 equals 1.

THE D20
Does an adventurer’s sword swing hurt a dragon or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure.

Every character and monster in the game has capabilities defined by six ability scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character’s or monster’s behalf.

Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.

1. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s particular skill. (See chapter 1 for details on each ability and how to determine an ability’s modifier.)

2. Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.

3. Compare the total to a target number. If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it’s a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.

The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armor Class (AC).

This simple rule governs the resolution of most tasks in D&D play. Chapter 7 provides more detailed rules for using the d20 in the game.

ADVANTAGE AND DISADVANTAGE
Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.

More detailed rules for advantage and disadvantage are presented in chapter 7.

SPECIFIC BEATS GENERAL
This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.

Exceptions to the rules are often minor. For instance, many adventurers don’t have proficiency with longbows, but every wood elf does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can’t normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules.

ROUND DOWN

There’s one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater.