Redemption doesn't use dice rolling in the vanilla game. The code for discipline calculations is based on dot level. To hit is rolled as a solid random dexterity value + plus weapon and effect modifiers against defender's dexterity plus effect modifiers. Here's the equations:
To hit (Found in effect.ned notes):
- [hit if random(Adex + weaponAccuracy) + Axoffense > random(Ddex) + Dxdefense]
To Damage (Found in effect.ned notes):
- [dam is random(Astr + weaponDamage) + Apotence + Axdamage - random(Dsoak [+ Dstamina]) [-Dfortitude] - Dxsoak]
Cast Discipline (Found in Discipline.java):
public boolean Fizzled(int level)
{
// never fizzle a scroll cast
if((casterThing.GetActorFlags2() & THING_AF2_SCROLLCAST) != 0)
return(false);
if(Math.random() < ( (float)(5 - level) / 100.0f))
return(true);
return(false);
}
As you can see there is no PnP dice roller in vanilla Redemption.