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Comparing Numerical Dice Systems in TTRPGs

Just like how different video game engines have their own advantages and disadvantages, so too do different resolution mechanics in tabletop games. While not all tabletop RPGs use dice for conflict resolution, they are by far the most commonly used way to inject a level of uncertainty into games. Here, I'll be going over the various pros and cons of different numerical dice systems.


Dice + Modifier

Ex: Dungeons & Dragons, Call of Cthulhu, Apocalypse World, Lasers & Feelings

This dice system is by far the simplest: whenever a roll is called, you simply roll a consistent number of dice. Then, you add/subtract a modifier to that roll, though not all systems actually use modifiers, such as Lasers & Feelings. Finally, you compare your total number to a chart, statistic, or difficulty number to determine the outcome of the roll. Some systems may also introduce unique circumstances that alter the result of a roll, such as rolling doubles in Fantasy Age.


Pros:

The simplicity of Dice + Modifier is its biggest advantage over other dice systems. Single rolls are typically fast and it is often easy to calculate the probability of a given outcome. This also works well as a GM, as you can easily create challenges for characters on the fly with an immediate understanding of the probability of success.


Cons:

Dice + Modifier systems are quite rigid, as probability only scales linearly without introducing mechanics from other dice systems. As such, die rolls can feel quite chaotic. In addition, introducing too many modifiers to a game can result in arithmetic slowing down each roll. Finally, it being easy to calculate the probabilities of a given roll can result in analysis paralysis.


Additive Dice Pools

Ex: Open D6, Over the Edge

This dice system is a tad more complex than Dice + Modifier systems, but still more intuitive than pass-fail dice pools. Here, you assemble a quantity of dice based on character statistics, task difficulty, circumstance, etc. Then, you roll the dice and add the results together to compare against a chart or difficulty number. Various systems may introduce other complications to the system, such as exploding dice or fumbles.


Pros:

Additive Dice Pools are just as intuitive as Dice + Modifier systems while also providing tactile feedback to competence. Characters who specialize in a given task not only have a larger number on their character sheet, but the player gets a physical representation of that specialization by rolling more dice.


Cons:

While Additive Dice Pools are simple and intuitive, they are by far the slowest numerical dice system as they require players to do quick arithmetic in order to maintain a fast pace. In addition, it can be difficult to create challenges intended for characters with varied degrees of competence without outright making a given roll impossible or guaranteed without additional mechanics such as fumbles or exploding dice.


Pass-Fail Dice Pools

Ex: Burning Wheel, Chronicles of Darkness, Age of Sigmar: Soulbound

Of the three most common dice systems, Pass-Fail Dice Pools provide the most unique experience. Like with additive dice pools, you assemble a quantity of dice and roll them all together. However, instead of totaling the results, you compare the result of each individual die to a chart or target number to determine whether each die is a success. After that, you add the number of successes together and compare that to another number to see whether the total roll resulted in a success or failure. Many of the mechanics you can add to an additive dice pool are possible here, such as exploding dice.


Pros:

In addition to the tactile feedback provided by dice pools in general, Pass-Fail Dice Pools offer the most primary ways to tweak the probabilities of any given roll, as you can change the number needed for a single die to succeed, change the number of total successes needed, or change the number of dice in the pool. Pass-Fail Dice Pools also handle degrees of success incredibly well, as the number of successes produces an intuitive sense of how well a character succeeds. These information-rich rolls also allow you to condense what might take multiple rolls in other systems into a single roll.


Cons:

Pass-Fail Dice Pools are the least intuitive to get used to and can be slow when working with an inexperienced group. In addition, it can be difficult to quickly gauge the odds of success on any given roll, which can make designing appropriate challenges difficult for a GM.


Roll and Keep

Ex: Legend of the Five Rings, Cortex Prime, Blades in the Dark

Rather than an entire system to itself, Roll and Keep systems are layered on top of existing dice pool systems. Be it with an Additive or Pass-Fail Dice Pool system, you roll the same pool of dice, but you only keep a certain amount to use for your total. Some games only let you keep a consistent number of dice while others allow you to keep dice up to a certain stat on your character sheet.


Pros:

Roll and Keep systems keep almost all of the benefits of whatever dice pool system they are layered on top of while also placing a cap on how well a given task can be completed. This allows the GM to more easily design reasonable challenges for characters. In addition, Roll and Keep systems can speed up dice pools, as players only need to scan for the highest results in their pool. Finally, Roll and Keep allows you to add an element of player choice when combined with other mechanics.


Cons:

While Roll and Keep inherits the strengths of whatever dice pool system they are layered on, they also inherit some of the weaknesses. Unique to Roll and Keep, however, is that they can inflict analysis paralysis if keeping involves a substantial choice.


Closing Thoughts

While there's nothing inherently wrong with any dice system, make sure to choose the right one for your game. You might also want to consider what dice your players will likely have. For instance, I'd recommend using d6 dice pools over d10 dice pools since the former are much more common and are easy to acquire in bulk. Next time, I'll be covering the topic of symbol-based dice in TTRPGs.

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