Kilodie Mechanic
The kilo-die is a thousand sided die, or 1d1000. The 1d1000 generates a random number between 1 and 1000. 1d1000 rolls are the die rolls made in combat attack rolls. Hence the nickname kill-o-die.
The kilodie allows the referee to assign tiny adjustments for minutiae. For example, a player wants an attack roll bonus for making a ferocious face during combat. The referee rewards the role-playing aspect of this by giving the player +10 on her attack roll. If the player scores a hit because of the +10, there will be much rejoicing and merriment. The kilodie allows for more detail and fun in the tactical combat system.
The kilo die is not a golf ball with tiny writing on it. Three ten-sided dice simulate the 1d1000 die roll. For example, roll a green, a yellow and a red ten sider dice all at once.
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The green die is assigned the hundreds place.
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900, 800, 700, 600, 500, 400, 300, 200, 100 and 0
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The yellow die is assigned to the tens place.
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90, 80, 70, 60, 50, 40, 30, 20, 10 and 0
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The red die is assigned to the digits place.
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9, 8, 7, 6, 5, 4, 3, 2, 1 and 0
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664
Rolling six on the green ten sider, six on the yellow ten sider, and four on the red ten sider results in a kilodie roll of 664. One can also roll a 1d10 three times to get the same result. However, users of the Roll Playing System usually prefer to roll lots of dice.
Use 3 different coloured 1d10s to generate 1 to 1000 |
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1d10 Color |
Unit |
1d10 Rolls |
1d10 Rolls |
1d10 Rolls |
1d10 Rolls |
1d10 Rolls |
Green |
100s |
0 |
0 |
0 |
4 |
8 |
Yellow |
10s |
4 |
0 |
0 |
2 |
6 |
Red |
1s |
2 |
0 |
1 |
6 |
4 |
1d1000 |
Roll |
042 |
000 |
001 |
426 |
864 |
000 represents 1000 on a kilodie. |
If your group prefers to use a simpler die, 1d1000 is easily divisible to accommodate simpler dice shapes.
Don’t like kilodie. Scale it down using the factors and caveats provided below. |
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Die Type |
Factor |
Comments |
1d1000 |
None |
Use data as is. |
1d100 |
10 |
An AR of 700 becomes 70. A To hit bonus of 115 becomes +12. |
1d20 |
50 |
An AR of 700 becomes 14. A to hit bonus of 115 becomes +2 |
1d10 |
100 |
An AR of 700 becomes 7. A to hit bonus of 115 becomes +1 |
1d6 |
None |
AR and to hit bonuses are ignored. Higher roll wins. |
Die Type |
Factor |
Comments |
This table is included for historical purposes. |