DiceMaster allows players to roll with more complex rpg dice than the game provides, use a custom health and resource bar to track unique combat systems, and design a set of character-specific traits. Originally designed to specifically suit the needs of combat systems used by the League of Lordaeron, DiceMaster gradually grew in functionality over time and ever since its move to Curse.com, the unexpected interest of the larger roleplaying community has prompted our team to release an unrestricted version of the addon for public use.
The primary goal of DiceMaster is to improve and simplify the use of "combat systems" in the roleplay community. Character traits allow players to customise the identity of their character with a set of unique abilities that reflect their skill (or lack thereof) in a combat environment. DiceMaster also has its own dice rolling system (which piggybacks off of the default /roll system to prevent abuse) allowing players to modify the quantity, number of sides, and modifier of custom dice using the XDY+Z notation.
DiceMaster uses the Mary Sue Protocol, also used by such roleplay addons as MyRoleplay, Total RP 3, and XRP, to replace players' in-game name with their custom name in printed dice roll messages and within the addon's UI.
*You can click and drag this frame to move it around your UI. You can also left-click the minimap icon to show/hide this panel.
A. Custom Dice Field
Edit this field to set your custom dice using the XDY+Z notation, where X (optional) represents the number of dice, Y (required) represents the number of sides, and Z (optional) is a positive or negative modifier. Default value is 1D20+0.
B. Trait Editor Button
Click to open your Trait Editor frame.
C. Roll Dice Button
Rolls with custom rpg dice using the data from the Custom Dice Field and prints the result in chat. If you are in a party or a raid, it will print the result for your group members as well.
*You can click and drag this frame to move it around your UI.
A. Character Name
Your character's in-game name displays here. If you have a Mary Sue Protocol addon enabled (such as MyRoleplay, Total RP 3, or XRP), it will use that name instead.
B. Close Button
Closes the Trait Editor frame. All edits made to traits are auto-saved so you can close the frame at any time without losing your changes.
C. Trait Bar
All four of your character traits (and your Command Trait) are shown across this bar. You can click on any of the traits to edit them in the fields below. You can also shift-click any of these icons to insert a link for this trait into chat. Only players with DiceMaster will be able to use these links.
D. Icon Selector Button
Click to open the Icon Selector menu, containing a scrolling library of thousands of icons (including some from other games like Heroes of the Storm and Diablo 3) you can use to represent your custom trait.
E. Trait Name
Edit this field to give your trait a custom name. Try to avoid exceptionally long names and remember to use proper capitalisation.
F. Trait Usage
Left/Right-Click to toggle through a list of usages (Passive, 1 Use, 2 Uses, 3 Uses, etc). If you have your Charges bar enabled, you can also use a custom resource requirement (1 Charge, 2 Charges, 3 Charges, etc).
G. Trait Description
Edit this field to give a brief, concise description of your trait. Try to be very clear and specific about the functionality of your trait to avoid confusion. Be mindful that any extra line breaks will appear in your trait's tooltip.
Certain terms in your trait's description will be colourised in the trait's tooltip (e.g. "Double or Nothing", "Sense Magic", etc). Dice values in the format of DX and modifiers proceeded by a +/- will also be colourised accordingly.
*Both of these frames can be moved around your UI by dragging the hidden grey anchor point beneath the centre of each frame.
A. Player Charges Bar
Represents the number of Charges you have accumulated. You can left/right-click this bar to add/remove Charges. This bar will only appear if you have enabled Charges in the addon configuration menu.
B. Player Health Bar
Represents the character's health, up to a potential maximum of 10. You can left/right-click this bar to add/remove health. You can also hold down shift while clicking this bar to add/remove maximum health.
C. Target Charges Bar
Represents the number of Charges your target has accumulated. This bar will only appear if your target has enabled Charges.
D. Target Health Bar
Represents the target's health, up to a potential maximum of 10.
E. Target Traits Bar
Represents your target's custom traits. You can highlight any of these icons with your cursor to display a tooltip for each of these traits.
Active traits are traits with a limited number of uses per event. Active traits can only have up to 3 uses, however these uses may be regenerated if they have a reload effect (See below).
A passive trait is a trait that is always active, and provides its innate benefits to the character at all times.
Rolling for advantage means that a player can roll the same dice twice, and take the larger of the two resulting numbers.
Disadvantage entails the same situation, except the player takes the smaller of the resulting numbers.
An attack roll allows characters to attempt a combat action of their choosing; however, this action isn't always necessarily an "attack." At the DM's discretion, players can choose to perform other non-hostile attempts during this round, such as healing, crowd control, granting buffs or favourable effects to other players, and more.
All actions made against another player or a DM are attempts, meaning you cannot decide how they affect their intended target, only describe your part in performing them.
Charges are the unique resource system players can use with their traits. There are no specific rules or limitations for how charges are earned or expended- this is entirely up to the particular player's design. A character can have a maximum of 8 charges at any given time and as few as 0.
An ability with control allows the player to take command an enemy target until the effect ends. While controlling an enemy, the player chooses and rolls for both their own actions as well as the controlled unit's actions. Usually a control ability will require the player to roll a skill check against the desired target's will in order to succeed. The effectiveness of a control ability is determined at the DM's discretion and most control abilities will not work against bosses or special enemies.
The critical threshold is always determined at the DM's discretion. Players are not allowed to designate when this threshold is met on their own. Typically a d20 roll of 20 is the standard for a critical success, and a d20 roll of 1 is a standard critical failure. When a player rolls a critical success, they are often rewarded with an even greater beneficial result than an ordinary success. Conversely, a critical failure is often penalised by an even significantly worse result than an ordinary failure.
Defence rolls represent attempts by the character to defend themselves from enemy damage in a way of their choosing. This can range between anything from dodging an attack to casting a defensive spell which absorbs the blow. If a player fails a defence roll, they usually sustain some form of damage which is described in specifics by the DM. Defence rounds typically alternate with attack rounds to allow players a fair chance to act, then be acted against.
Double or Nothing
A Double or Nothing roll is always an unmodified 1d40 (double the standard d20). If the player's Double or Nothing roll succeeds against the DM's roll, they are rewarded with a critically successful result; however, if the player rolls lower than the DM's roll, they suffer twice as severe the consequence or penalty.
The benefit of this variety of dice is that it can significantly increase the player's chance for success at the risk of a more critical failure.
A healing roll attempts to restore health to yourself or another character. Some DMs will allow you to perform these rolls as part of their own round, some include them as potential actions during an attack round, and some will not allow healing during their events at all.
If the Health Bar system is being used for an event, healing can restore health points to a character; otherwise, all healing done during the event is purely story-driven.
A natural roll is one that is made without any modifiers. Often this term is used to describe a "natural 20," which is when a player rolls 20 without the assistance of modifiers.
A perception roll attempts to survey, investigate, critically observe, or ascertain details about the surrounding environment. Perception rolls can reveal important clues to characters, detect secret doors, spot imminent dangers, find traps, follow tracks, listen for sounds behind a closed door, or locate hidden objects. Perception can also be used against another creature's Stealth check. In most situations, the DM uses your perception roll to determine if you notice a clue or an imminent danger and if successful, will reward you with that particular information.
An ability with a poison effect causes lingering damage to an enemy target each round after the initial attack. The amount of damage caused by the poison effect and its duration are determined at the DM's discretion.
A reload effect occurs after a player uses an active trait and the subsequent roll succeeds, granting the trait another use.
A rescue allows a player who has successfully rolled for defence to spare another player from a failed defence roll. A rescue can only occur during a defence roll and is generally limited to allow a player to rescue only one or two other players.
Sense Magic is a skill roll for characters who possess some ability, heightened sensitivity, or awareness of magic in their environment, allowing them to detect its presence, identify a certain spell, scry for greater insight, or see through clever illusions. Like perception rolls, successful Sense Magic rolls are rewarded with supplemental information by the DM.
A stealth check tests a character's ability to conceal themselves from enemies, slink past guards, slip away without being noticed, and sneak up on people without being seen or heard. This roll is usually made at the end of an action, but it can be requested any time at the DM's prerogative. If a player fails a stealth check, the character is removed from stealth.
Traits can be made which allow a character to enter stealth during combat. Characters who are stealthed do not participate in defence rounds until they voluntarily leave stealth, or perform an attack action which breaks stealth.
An ability with stun incapacitates an enemy target, preventing them from acting next round. The effectiveness of a stun is determined at the DM's discretion and most stuns will not work against bosses or special enemies.