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A 1d6 means its 1 x a 6 sided cube.
2d6 means it throws 2x a 6 sided cube.
The game is based on DnD (i guess 5e).
This is a link to a DnD handbook - or use a search engine:
https://online.anyflip.com/ofsj/cxmj/mobile/index.html#p=10
Basically, you can roll for (maybe incomplete list):
skill checks
saving throws (trying to avoid an effect / dmg)
Attack rolls
Damage rolls
...
For every roll you make your stats either give you a bonus or a minus points. Depending on your skills / attributes ...
So if you roll a 1d20 and hit, you roll damage. e.g. 1d6 which would result in 1-6 damage.
2d6 would be 2-12 damage.
I hope this gives you a entry point into the DnD framework.
Rgds,
Markus
(At least as far as I can tell)
To attack with that weapon, you roll a 1d20, and add in a couple of bonuses: These bonuses are one bonus determined by your level (starts at +2), and one determined by your stat. So if you have, say, 16 strength, you get another +3 (+1 for each 2 points over 10)
So you roll 1d20 + 5 (i.e. 6-25). If that is higher than the enemy's armor, you hit.
So you do 1d6 damage, but you also add that stat bonus of +3, so it's actually 4-9 damage if you have 16 in strength.
In order to attack a target with a physical attack you need to make TWO ROLLS.
The first roll determines if you hit your target, it is represented by the percentage number next to the target. The technical part happening behind the scenes is looking at the target's AC (armor class) and calculating the number you need to roll to overcome it. For example if the target has an AC of 5, you would need to roll a 5 or more (always on a 20 sided dice) in order to hit. Which means you would have a 80% chance to hit. Your character will generally have bonuses to this roll from attributes or levels to increase the percentage.
If you roll lower than the target's AC you will completely miss. If you are higher then you roll a second time to calculate the damage done. For example if you had a 1d8 weapon, you would roll one 8 sided dice and that would represent the damage done. Your character will generally have bonuses to this roll from attributes or levels to increase the overall damage.
In situations where you have abilities that for example have 2d8. You would make 2 different rolls of an 8 sided dice and add them together for the damage done. Your damage range would be between 2-16.
Spells generally work the same, but they might not go against the target's AC, but rather a proficiency check which is more complicated, but it also represented by the percentage number next to the creature.
So you have attack rolls and damage rolls.
ATTACK:
Attack roll determines whether or not you hit. The attack roll is 1d20, or one twenty-sided die. You have the roll result, plus whatever modifiers you have (like +1 for proficiency or something). The resulting modified number has to be OVER the enemy's Armor Class number (the number that shows when you look at armor) to hit. There is no damage resistance by default, it's either you hit or not. This is a very basic look at it.
DAMAGE:
Each weapon type has a unique damage profile. For example, a dagger has 1d4 damage, or one 4-sided die, meaning it does 1 to 4 damage. A longsword has 2d4 damage, or two 4-sided dice, meaning it does 2-8 damage. This also applies to spells.
For example, when certain conditions are met, once per turn rogues can deal bonus damage known as a sneak attack when they hit with a light weapon or ranged attack. This damage is added to that of the weapon+modifiers and this bonus increases with rogue levels.
For example a level 8 rogue with a successful attack meeting the sneak attack conditions, Dex 18 with a dagger will deal 1d4+4d6+4 damage. If they're dual wielding daggers, the other dagger will only deal 1d4 damage if it hits.