kaisoumods: (Default)
Kaisou Mod Account ([personal profile] kaisoumods) wrote2025-11-11 04:48 pm

Dice System


Dice System
Premise | Rules | FAQ | Regains | Elements
Locations | Applications | Taken | Full Nav


In order to help add an element of unpredictability to threads, the player base has developed a dice system that players can use for their character threads. On personal threads, the dice system is entirely optional. However, there are some plot-centric threads (such as NPC boss fights) in which the dice system is required to use to participate. This is purely in order to make sure there's an element of fun and fairness for everyone.

The Basics
Kaisou's dice system is a very simplified version of the D&D system. This means 95% of dice rolls (unless it says otherwise) will use a 20-sided dice (also known as a d20). We're pretty flexible about WHAT dice you use (aka real dice, a dicebot on discord, a dice app - whatever you're more comfortable with), as we're going on the honor system here. Just know, most of the time it's going to be a 20-sided dice.

For most standard actions, the exact number you'll need to hit for success (aka the DC in D&D terms) will depend on the difficulty of the act for that particular character. Unless the mods say otherwise, it's generally up to the players to decide the DC for their rolls. The general guidelines are:

  • For Tasks that Should be Easy: 5 or Higher
  • For Normal Tasks: 10 or Higher
  • For Something That's Slightly Difficult: 12 or Higher
  • For Something that Should be Difficult: 15 or Higher
  • For Something that Should be Near Impossible: 18 or Higher


If you roll a 20 without any buffs, that is called a Natural/Nat 20 and it means you instantly succeed at anything you're doing, and you look amazing doing it.

Meanwhile if you roll a 1 without any debuffs, that is called a Natural/Nat 1 and it means you instantly fail in dramatic fashion.

Please note that there is no overruling a Nat 20 or a Nat 1, even with dice modifiers. Consider these those moments where something succeeds/fails against all odds.

Dice Modifiers
Sometimes there are situations or skills that'll allow characters to gain different modifiers that'll increase or decrease their chances of success. These are the most common modifiers:
Buffs: Buffs are skills that'll add a set number to your roll. For instance, if your character has Luck (Low), all their rolls will get a +1 added to them (so if you rolled a 9 and you have a +1 buff, it'd become 9+1 with your final roll would be 10). Some skills (like Luck) will give a flat buff no matter the situation, while some buffs will just give buffs under certain conditions (like Enhanced Strength will only give a +2 if you are performing an act that requires a character to use their natural strength). You are allowed to stack buffs, but the maximum buffs that can stacked at any given time is +8, unless it's a specific skill that does so (like the Berserker Strength boost) OR it's been mod approved for cool plot reasons.

Debuffs: The opposite of buffs, where they give you a negative modifier instead of positive. For instance, if your character has Misfortune (Low), they get a -1 to all their rolls. Debuffs can be stacked, and unlike buffs, there is no maximum cap because that's just funny.

Advantage: There are some skills and situations that trigger "Advantage". This basically means you will roll with 2 dice and then pick the higher of the two rolls as your final roll. Events that trigger advantage are certain spells, using the elemental system (more on that later), or if your character is performing an act in such a way where it'd make reasonable sense that they'd have a natural advantage (like if you're checking if a lifelong movie buff would've seen a pretty famous movie).

Disadvantage: The opposite of Advantage. When you have Disadvantage, you roll two dice and pick the lower of the two rolls as your final roll. Disadvantage usually occurs through the element system OR when a character is attempting to do something that they have a significantly lower chance of success (like if you're attempting to hit something in a dark room without any night vision or other means to deal with the darkness).


Element System
In this game, we have an element system that depending on the month and the situation, it will also affect the rolls. As a reminder, the element system works like this:


Click on image for larger version


Every month, a different element will be dominant, while another element will be waning which will also affect dice rolls. The months are:

ElementDominant MonthsWaning Months
WaterJanuary, JulyApril, October
FireFebruary, AugustJanuary, July
WindMarch, SeptemberFebruary, August
EarthApril, OctoberMarch, September
ShadowMay, NovemberJune, December
LightJune, DecemberMay, November


With that in mind, the effects the Elemental system has on the dice rolls are as followed!

During Any Given Month:
  • If you are using an element to attack or defend against an element that is weak to your element, you roll at advantage. For instance, if you use a water shield to block against a fire attack, your defending roll will be at advantage.

  • If you are using an element to attack or defend against an element that is strong against your element, you roll at disadvantage. For instance, if you use a water shield to block against an Earth attack, your defending roll will be at disadvantage.

  • Light-based attack moves (aka you're using the light element somehow) will roll at advantage unless it's a Shadow month. By contrast, they do not get advantage on any defense rolls.

  • Shadow-based defense moves (aka you're using the shadow element somehow) will roll at advantage unless it's a Light month. By contrast, they do not get advantage on any attack rolls.

  • Characters who are specifically Light/Shadow element combo that take part of fight threads must CHOOSE at the start of the fight which elemental advantage bonus they will use. As in they can choose to get Light's attack bonus or Shadow's defense bonus- but not both at the same time.


If one of your Elements is DOMINANT:
  • All your rolls will have an automatic +1 buff.

  • If you are doing an action that includes the element that's dominant, the buff becomes a +2. This buff also applies to people using elemental abilities from either canon regains or gacha abilities.

  • If you're an element combo that contrast each other (such as, if you're a Earth/Water element in October), then the +1 buff/-1 debuff cancel each other out or you can purchase a flaw that sorts it out.



If one of your Elements is WANING:
  • All your rolls will have an automatic -1 debuff.

  • If you are doing an action that includes the element that's waning, the debuff becomes a -2. This debuff also applies to people using elemental abilities from either canon regains or gacha abilities

  • If you're Light element during a Shadow month, all your light defense rolls are at disadvantage
  • .
  • If you're a Shadow element during a Light month, all your shadow attack rolls are at disadvantage.



Combat Threads
Combat Threads are threads in which a plot-relevant fight is taking place (such as they are fighting against an NPC Boss or it's a Noteworthy Duel). They are different from normal threads in that in order to make them fun and fair for everyone, they have more structure and rules. The differences are as followed:

  • The DC for almost all rolls is set at 10. This will only change if it involves a skill that has a different preset DC or it's been dictated by the Mods/NPC boss runner that the DC has changed.

  • Threads are restricted to 4 player characters max + any NPC Bosses. This can only be overruled by the mods if necessary. If more than 4 characters wish to participate in a specific combat thread, they will be divided up into different teams and you can ignore the actions of the teams you're not involved in (unless it's decided otherwise for plot reasons).

  • Thread Order must be respected unless you are cleared by the other players involved.

  • If an attack is successful (aka rolls over 10), the character who is defending against it will have a chance to roll a defense roll to see if they dodge/block it. This applies to all attack rolls UNLESS the attack is a Nat 20 - in which the attack is a guaranteed hit.

  • During their tag, each player character gets 2 actions (though there are skills that give extra actions. These actions can be attacks, healing, support moves, or defense (movement is a free action within reason). If the character is being attacked by a successful attack, they must use one of these actions for defense. Should they fail to dodge/block the attack, they will need to roll to see if the character will be capable of taking their other action. If they roll a Nat 20 on the initial defense roll, they are able to do an extra action that will succeed automatically. If they roll a Nat 1 on the initial defense roll, they will automatically be unable to take another action.

  • Meanwhile boss NPCs will get as many actions as there are people in the thread, including themselves. So if four player characters are fighting against one boss NPC, the Boss NPC gets 5 actions per tag.

  • If the combat fight is particularly plot relevant (aka a very major fight), the mods may enact a tag time limit (and they will let people know this is happening). Basically if it's your turn to tag, you have 3 days to comment to the fight thread. On the third day, the mods will give you a heads up you need to tag back. If you fail to tag back within 24 hours of the mod notification, your character will be skipped and removed from the fight.

  • While it's normal to feel some frustration if a fight isn't going well, please remember that this is a game. NPC Boss battles are designed to be challenging, but the mods do have plenty of emergency measures that will prevent character teams from losing or dying (unless that's what the players want, of course). So if things feel like they're going badly, please don't sweat it!

  • As such, we expect players participating in these fights to maintain good sportsmanship. While it's fine to express some negative feelings about bad rolls or to do some trash talk -- getting excessively hostile about bad rolls, being overtly rude/disrespectful towards the mods and/or NPC Boss player, or cheating on your rolls will get your character removed from the combat thread. Depending on the situation, it may also get you barred from participating in future combat threads as well.


Pity System
Look, sometimes there are days where the dice just hates your guts. Everyone has these days. Because of that, Kaisou has a pity system built in.

If in a thread, you roll two failures in a row, on your next roll you will get an automatic +1 buff. If that following roll is also a rail, the buff will become +2 and keep increasing with each fail roll. Should you reach five fail rolls, you will also begin to roll with Advantage.

Once you succeed in a roll, the pity system will reset. However if you are frequently triggering it in a thread, the mods may allow you to activate the pity system sooner because clearly you need it, you poor soul.