In Tumblr’s chat messaging, ask @tumblrbot to roll dice:
roll 1d20 (roll of a 20-sided die)
roll 2d10 (roll of two 10-sided dice)
roll 3d12 (roll of three 12-sided dice)
Hat tip to @cyle.
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In Tumblr’s chat messaging, ask @tumblrbot to roll dice:
roll 1d20 (roll of a 20-sided die)
roll 2d10 (roll of two 10-sided dice)
roll 3d12 (roll of three 12-sided dice)
Hat tip to @cyle.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
KingdomDeath. Defeated the White Lion, all four survivors victorious. Our settlement, Lantern’s Edge was founded and shortly thereafter we innovated language and a shrine of worship. From the resources we took from the White Lion we then crafted bone weapons and leather armor, ready to hunt again. Thus ended Lantern Year One.
the new hotness - throw your fleet down at random and play them where they lay, then roll 2d10 each turn and leave your shots to chance too. i went with true randomness last night and had found four of l's ships before she found one of mine. TRUE RANDOMNESS FTW. #battleship #truerandomness #2d10 #dice #nerds
Mary Anning - flash review
Mary Anning é o último lançamento da editora espanhola 2D10. O coletivo de designers César Gómez Bernardino e Paz Navarro Moreno são os autores deste jogo que tem a assinatura de Jordi Bayarri nas ilustrações e que pode ser jogado por 2 a 6 jogadores com mais de 8 anos e com uma duração aproximada de 15 a 20 minutos. O preço de venda recomendado do jogo é de 15€. O jogo desafia-nos a seguir os…
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My #AllStar team of #Polyhedral #Dice. (This was NOT a natural roll) #DiceKarma does not only favor matching sets. #D4 #D6 #2D6 #D8 #D10 #2D10 #D12 #D20

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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My #AllStar team of #Polyhedral #Dice. (This was NOT a natural roll) #DiceKarma does not only favor matching sets. #D4 #D6 #2D6 #D8 #D10 #2D10 #D12 #D20
My #AllStar team of #Polyhedral #Dice. (This was NOT a natural roll) #DiceKarma does not only favor matching sets. #D4 #D6 #2D6 #D8 #D10 #2D10 #D12 #D20
Stats
Exposition:
Why 2d10?
Well, this Homestuck RPG is a reimagining of an earlier and rather incomplete Homestuck RPG that was the creation of the fan community at large. This was an idea that was largely agreed upon as appropriate for the kind of craziness inherent with Homestuck,
The 1.1 rulebook of "the Homestuck RPG" says this on the subject:
The decision to go with Core Mechanic rolls of 2d10 rather then the much-loved 1d20 was not made lightly. It was a design goal to capture the outrageous quirks of the MS Paint Adventures style, which include all manner of tragic pratfalls and outrageous Brutal Affronts on the part of the protagonists as well as similarly upped antes by the opposition. Unfortunately, adding another layer of critical randomity on top of the already fickle d20 was decided to be a dangerously unbalancing act.
So they recognized that it was an experimental decision and frankly, it isn't a dangerous or wild unbalancing act. It's just an uncommon idea that most people are unfamiliar with. The real challenge of executing a 2d10 system is convincing people that it is a good idea. So that brings us to the next few questions which should explain why it works and with what style.
How do you do Dice Checks (DCs)?
Simple. Roll the 2d10 and add them together. If their number is equal to or lower than your skill level, you win the DC! If it is higher, then you fail,
Wait what happened to critical wins and critical failures?
Also fairly simple. The 1.1 rules came up with a method of determining crit wins and fails, but I slightly modified it to make it easier to determine.
When making Combat rolls, rolling doubles on your d10s offers you a potential for a Brutal Affront... or perhaps just a Grave Blunder. You ma-
Brutal Affront = Crit Win Grave Blunder = Crit Lose
If you read the 1.1 rules it has this nicely complicated method of determining which of the two you got. My modification is simple. If you rolled doubles and under or at your skill level, you crit won and you crit lost if your doubles rolled over your skill level. See, it's not that hard at all.
What will the stats look like?
Well first of all with a 2d10 system all rolls will trend to the average, (being a roll of 11) like a bell curve. So stats have to reflect this reality and recognize that a +1 to any roll is a huge factor in determining results. Therefor we need to work with small numbers.
A level 0 player (yes all players start here) will have a net value of 0 (or -1 I still need to figure this bit out) in their attributes. Attributes will have a 1:1 relationship with the skill's corresponding attribute modifier. Not counting the attribute modifier each of the three sets of skills will have a net value of -1 for 0 level players. To cap off the balancing act of this system most of the skills (if not all when I'm finished calculating the stats) will have a standard of +10 at character creation because of the nature of DCs.
So players with no positive or negative modifiers in a skill will have a natural 10 giving them just shy of a 50% chance to win a DC.
However the actual process of determining attribute and skill bonuses will have a touch of randomnity, just to keep things interesting.
Wait...
What the heck, I started writing this to explain what the stats are, but totally failed to state them. Here they are:
Player Level (PL) Max Health Points (HP) = Gel Viscosity * (PL + 1) Armor Class (AC) = Armor Mentality + Armor Evasiveness Evasion Chance (EV) = Acrobatics + Armor Weight To Hit Chance (HC) = Weaponizer + Weapon Accuracy Attack Damage (AD) = Mangrit + Weapon Damage Initiative (SP) = Vim + Other Modifiers
So the stats employ some simple equations involving skills and a few other things that I also still need to explain. Next post will be about Weapons and Armor!