# RPG Damage Engine MCP for AI Agents MCP

> The RPG Damage Engine calculates complex damage for tabletop role-playing games. It lets you parse advanced combat formulas, like '2d6+3 fire,' to instantly get the minimum, maximum, average, and standard deviation of dice rolls. You can also predict success rates against tough enemies by simulating multi-attack scenarios.

## Overview
- **Category:** gaming
- **Price:** Free
- **Endpoint:** https://edge.vinkius.com/vk_preview_hz932Ib1LJJakHHEMIEyubRH9IOy21AYqlM3yoAY/mcp
- **Tags:** ttrpg, dnd, pf2e, dice-rolling, probability, damage-calculation

## Description

Running a TTRPG session means keeping track of math: calculating damage from mixed sources, applying resistances, or predicting if the party has a shot at taking down that heavily armored boss. This MCP handles all of that complexity. You feed it a raw combat expression—say, '1d8+4 piercing'—and it immediately breaks down the stats you need, including the average expected damage and the range of outcomes. Beyond simple rolls, it supports advanced mechanics found in systems like D&D 5e or PF2e, letting you apply advantage/disadvantage modifiers or account for elemental vulnerabilities. It even lets you predict overall encounter difficulty using complex probability modeling. When your AI client is connected through Vinkius, you stop calculating things by hand and start focusing on the story. Your agent takes over the math so you can keep the dice rolling.

## Tools

### calculate_encounter_probability
Predicts the likelihood of successfully defeating an enemy given their stats and your party's attacks.

### analyze_damage_expression
Provides a full statistical breakdown (min, max, average, std dev) for any complex damage formula.

### evaluate_modified_damage
Calculates the final damage number after applying combat modifiers like resistances or critical rules.

### parse_damage_expression
Takes a raw text description of damage and breaks it down into its numerical parts for analysis.

## Prompt Examples

**Prompt:** 
```
Analyze the damage for '2d8+5 piercing' with disadvantage.
```

**Response:** 
```
**Damage Analysis Report**

*   **Base Formula:** 2d8 + 5
*   **Modifier Applied:** Disadvantage (0.7 multiplier)
*   **Minimum Damage:** 3.5
*   **Maximum Damage:** 14
*   **Average Expected Damage:** 9.8

*The average damage is significantly reduced, making this a high-risk, low-reward attack.*
```

**Prompt:** 
```
What's the chance of dealing at least 30 total damage across 4 attacks using '1d10+2'? 
```

**Response:** 
```
**Encounter Probability Simulation**

Across 4 attacks, the probability of exceeding a total damage threshold of 30 is approximately **0.18** (or 18%).

*   *Average Total Damage:* 24.
*   *Recommended Action:* Consider increasing modifiers or reducing enemy HP to raise this chance.
```

**Prompt:** 
```
Analyze the damage for a critical hit: '3d6+5 fire' with resistance.
```

**Response:** 
```
**Modified Combat Evaluation**

| Statistic | Value |
| :--- | :--- |
| Base Damage (Crit) | 3d6 + 5 |
| Resistance Applied | x 0.5 |
| **Final Average Damage** | **12.5** |

*The resistance significantly cuts the expected damage, so plan for a less lethal encounter.*
```

## Capabilities

### Analyze damage formulas
It breaks down complex combat expressions into their core components for immediate statistical review.

### Calculate encounter probability
Predicts the chance of defeating an enemy by simulating multiple attack distributions.

### Evaluate modified damage
Determines the final damage number after applying specific rules like resistances, vulnerabilities, or critical hits.

### Parse raw combat expressions
Deconstructs a messy damage string into usable numbers and types for calculation.

## Use Cases

### The Boss Fight Math Problem
A GM needs to know if a group of three fighters can reliably take down a boss with 150 HP. They ask their agent, which uses calculate_encounter_probability, and get a clear probability score, letting them adjust the difficulty on the fly.

### Testing New Spell Damage
A designer writes a new fire spell formula: '3d6+2 fire'. They use analyze_damage_expression to confirm its average damage is 20.5, and it has a low standard deviation, meaning the output is predictable.

### Resistances and Vulnerabilities
A player hits an enemy with '2d8+4 acid' but the monster resists acid (0.5 multiplier). They ask their agent to use evaluate_modified_damage, getting the exact adjusted average damage: 13.

### Understanding Complex Inputs
The GM finds a note with '2d4+3 piercing.' Instead of guessing, they run parse_damage_expression to break it down into its distinct components (dice count, dice type, modifier) before calculating anything.

## Benefits

- Stop guessing. Use calculate_encounter_probability to predict your success rate against high-HP foes, so you never roll blind.
- Understand every number using analyze_damage_expression. It gives you the minimum, maximum, average, and standard deviation for any damage formula.
- Model advanced rules easily with evaluate_modified_damage. It correctly adjusts damage when applying things like elemental resistances or critical hit multipliers.
- Save time parsing raw text. parse_damage_expression breaks down messy combat strings into usable components instantly.
- Keep the game flowing. By handling the math, you spend less time on calculation and more time describing epic battles.

## How It Works

The bottom line is you get precise, system-accurate combat math without opening three different spreadsheets.

1. You give your AI client the raw damage expression or scenario you need analyzed, such as '2d6+3 fire' or an opponent's HP pool.
2. The MCP processes this input, running it through its specialized combat math engine to model all possible outcomes and statistical parameters.
3. Your agent returns a clean report detailing minimum damage, maximum damage, average expected value, and probability metrics.

## Frequently Asked Questions

**How does the RPG Damage Engine calculate complex hit probabilities?**
It uses advanced simulation models to factor in multiple dice rolls and enemy defenses. You simply tell it the scenario, and it gives you a reliable percentage chance of success or failure for that encounter.

**Can I use the RPG Damage Engine to check damage with different elemental resistances?**
Yes. The engine handles modifiers like resistance and vulnerability automatically. You get the final, adjusted damage number you should expect after all system rules are applied.

**What kind of damage expressions can I feed into the RPG Damage Engine?**
It supports most standard TTRPG formulas, like '2d6+3 fire.' You just describe the formula in plain text, and it breaks down all the statistical properties for you.

**Is this MCP better than using a separate dice calculator?**
Yes. A basic calculator only gives you random rolls. This engine calculates *statistics*—the average, min, max, and probability—so you get actionable data for game balance, not just a single number.

**How does the RPG Damage Engine handle critical hits?**
It incorporates common critical hit rules from major TTRPG systems. You input the base damage, and it runs the calculations as if a crit occurred, giving you the right expected outcome.