====== SALVAGE SPACE: CORE MECHANIC ====== Many games, including the **Salvage Space** setting for **Chronology**, use die rolls to introduce a random element of chance to the Adventurer's attempts to succeed at many tasks. ===== Dice Needed ===== Obtain two pair of differently-colored six-sided dice, commonly called "d6". White and red six-sided dice are recommended and extremely common. The colors white and red will be used in the examples below, but Role-player may substitute any preferred colors instead since the order the dice roll matters. Role-players can gather dice from board games they may already have. Role-players can also purchase dice inexpensively at many toy stores or toy sections of pharmacies and discount stores. Online retailers offer custom and specialized dice in all materials, colors, and numbering patterns imaginable. ===== Dice Rolling Method ==== Roll the two white six-sided dice and two red six-sided dice together. First, add up the total of the white dice. Second, add up the total for the red dice. If using other colors, designate which color totals first before rolling. Subtract the second (red) dice total from the first (white) dice total to find the final result of the rolls. **Salvage Space** refers to this dice roll with the short-hand notation **2d6 - 2d6**. **Roll 2d6 - 2d6 for a result between -10 to +10.** ===== Results ===== The result will fall in the range of negative ten (-10) to positive ten (+10), centered on zero (0). ===== Variations ===== Salvage Space may call for several variations of the Core Mechanic using just six-sided dice: ==== Smaller Range ==== Roll **1d6 - 1d6** for a total between -5 to +5. ==== Simple Rolls ==== Roll **1d6** for a total between 1 and 6. Roll **2d6** for a total between 2 and 12. Roll **3d6** for a total between 3 and 18. Roll **4d6** for a total between 4 and 24. ==== Dice As Digits ==== Roll **2d6** to generate a 2-digit number of 36 possibilities between 1-1 and 6-6 where the first digit is 1-6 and the second digit is 1-6. Roll **3d6** to generate a 3-digit number of 216 possibilities between 1-1-1 and 6-6-6. Roll **4d6** to generate a 4-digit number of 1296 possibilities between 1-1-1-1 and 6-6-6-6. ==== Circumstantial Advantage or Disadvantage ==== Many games include the concept of circumstances where one side has some "advantage" over the other "disadvantage" side. In conditions of: Major Advantage: roll **3d6 - 1d6** for a total between -3 to +17. Minor Advantage: roll **2d6 - 1d6** for a total between -4 to +11 Minor Disadvantage: roll **1d6 - 2d6** for a total between -11 to +4. Major Disadvantage: roll **1d6 - 3d6** for a total between -17 to +3. ▲ [[:Chronology:]] ~~DISCUSSION~~