If you roll 6d6 or less, roll that.
If you roll more than 6d6, use this chart:
|Dice||# White Dice||White Damage||# Red Dice||Red Damage|
white 3, white 6, red 1, red 6, red 2 and red 5 this would equal
3 + 6 + (1 x 2) + (6 x 2) + (2 x 2) + (5 x 2) = 37 damage, and 3 spite damage
60d6 = 6 white dice with a multiplier of x10
62d6 = 4 white dice with a multiplier of x10, and two red dice with multipliers of x11
The 10d6 SystemNow, I am using six dice, but if you wanted to roll a maximum of 10d6 this system works just as well, you will need ten dice of each color (red and white), and the number you divide by becomes 10 instead of 6. For example:
60d6 = 10 white dice with a multiplier of x6The more dice you throw, the smoother your bell curve will be. The less dice, the steeper and more random the result. The system uses multiplication to make up for not rolling dice, but the numbers generated should fall roughly in the same range, and save you a lot of time counting and adding. If you don't have 60d6 this may also save you from rolling a lot of dice over and over again and adding them up.
67d6 = 3 white dice with a multiplier of x6, and seven red dice with a multiplier of x7.
I think 10d6 is easier math-wise, since the one's digit is the number of red dice and then you just fill to ten dice with leftover white dice. The white die multiplier is the tens digit, and the red die multiplier is the white die's multiplier plus one. If you have ten dice of two colors this may be the faster way to do the math, although you are adding 10d6 instead of 6d6. More dice is easier math, but more adding.