Mob Dice Attributes

Every mob. Every spawn. A fresh roll. A mod that dynamically converts mob attributes into a range using tabletop RPG dice mechanics.

Mob Dice Attributes

Every mob. Every spawn. A fresh roll.

Mob Dice Attributes replaces Minecraft's fixed mob stats with tabletop RPG dice rolls. A zombie isn't always 20 HP — it might roll 13 or 27. A skeleton might track you from twice its normal range, or barely notice you across the room. Every encounter is different.

Balance is preserved by design. The dice formula is constructed so the average rolled value always equals the vanilla value. Mobs aren't globally buffed or nerfed — they vary.


⚔️ Core Features

🎲 Dice Rolling for All Mob Attributes

Eight attributes are rolled on spawn using the xdn + b formula:

  • Max Health, Movement Speed, Attack Damage, Knockback
  • Armor, Armor Toughness, Attack Speed, Follow Range

Die type is auto-selected per mob based on its vanilla value (low-HP mobs use d6, bosses use d20). Everything is configurable per attribute.

🏅 Rarity Tiers

Every mob spawn draws from a weighted rarity pool — like an RPG loot table, but for mobs.

Tier Default chance Effect
Common 60% Baseline rolls
Uncommon 25% Slightly above average
Rare 10% Blue name, 2× XP, bonus loot
Legendary 5% Purple name, 5× XP, 3× bonus loot, all stats boosted

Tier weights and profiles are fully customizable via datapack.

⭐ Elite Mobs

Mobs that roll significantly above their average HP are automatically tagged as Elite — given a custom name and (optionally) a visible name tag. Threshold and prefix are configurable.

💰 Loot & XP Scaling

Above-average mobs drop more. Configure the XP multiplier and bonus loot rolls globally, or set them per rarity tier profile. Rare mobs are worth hunting.

🪝 Spawn Hooks

Map specific spawn contexts to profiles. Always give raid mobs a legendary profile. Force spawner mobs to be rare. Or leave it to the rarity draw. Your call.

Valid contexts: natural, spawner, chunk_generation, structure, breeding, mob_summoned, jockey, event, conversion, reinforcement, triggered, bucket, spawn_egg, command, patrol


🗂️ Datapack Customization

Everything is driven by datapacks under data/mobdiceattribs/:

Folder Purpose
spawn_profiles/ Named stat bundles (name, color, XP, loot, dice overrides)
rarity_tiers/ Weighted pool of profiles drawn on every spawn
spawn_hooks/ Context → profile mappings
mob_overrides/ Per-mob or per-tag dice overrides
dimension_rules/ Enable/disable rolling or scale stats per dimension
difficulty_rules/ Scale stats per world difficulty

All reloaded live with /reload — no restart required.


🖥️ Commands

Command Description
/mda reroll <targets> Force-reroll matched entities (op level 2)
/mda inspect <target> Print current stats, HP ratio, and assigned profile

⚙️ Configuration

A full server.toml config controls every attribute independently:

  • Enable/disable per attribute
  • Auto dice selection or manual die type
  • Range factor (how swingy the rolls are)
  • Mob whitelist / blacklist
  • Distance-from-spawn health scaling (disabled by default)
  • Elite mob threshold, prefix, and name tag visibility

🔌 Compatibility

  • Server-side only — clients do not need the mod installed
  • Jade / The One Probe — custom names are visible on hover
  • Reloads on /reload — fully compatible with datapack managers

📖 Documentation

Page Link
Home Wiki
Dice Formula How xdn+b works
Spawn Profiles Profile format & fields
Rarity Tiers Weighted pool setup
Spawn Hooks Context-based profiles
Mob Overrides Per-mob dice overrides
Dimension Rules Scale by dimension
Difficulty Rules Scale by difficulty
Configuration Full config reference
Commands /mda reroll & inspect

📦 Source & Issues

GitHub

The Mob Dice Attributes Team

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