Dice & Probability
How Dice Checks Work
When deciding what happens next, luck and skill both play a part — just like reality. The GM will ask you to roll a die when you try something that might fail or when chance is involved.
A D20 (twenty-sided die) works well because each increment maps to a 5% probability on a scale from 0 to 100%. The core formula is:
If you have any skills or abilities you think would help, ask the GM. Does your character or organisation have special traits that would assist? Are there circumstances or items that would change your chances?
The DC Difficulty Guide
Use this quick reference when setting or interpreting a Dice Check:
| DC | Difficulty |
|---|---|
| 1 | Trivial |
| 5 | Easy |
| 10 | Moderate |
| 15 | Hard |
| 18 | Very Hard |
| 20 | Nearly Impossible |
Step-by-Step
When an event occurs that could succeed or fail, follow these steps to resolve it:
- Flag the event. Identify that something has happened which has a chance of failing. Confirm it is not something that would automatically succeed or fail. Decide which ability or skill is being tested.
- Set the DC. Consider how challenging the task would be and set a threshold number for success using the difficulty guide above.
-
Identify modifiers. Consider whether any modifiers help or hinder this
check. Does the character or organisation have special skills or traits that would assist?
Are there circumstances or items that would change the odds?
- If you are playing with stat blocks or character sheets that define abilities and attributes, apply the relevant modifier as an addition or subtraction before the roll. Use these if applicable.
- Under certain circumstances, the GM may determine that a character has advantage or disadvantage on a check (see below).
- Roll the die. The player rolls a D20 and adds any modifiers.
- Compare to the DC. If the total meets or exceeds the DC, the action succeeds. If it falls below, the action fails.
- Describe the outcome. The GM narrates what happens as a result of the roll.
Advantage and Disadvantage
Sometimes circumstances make a task notably easier or harder than normal. When this happens, the GM may grant advantage or impose disadvantage.
- Advantage: Roll two D20s and take the higher result.
- Disadvantage: Roll two D20s and take the lower result.
If circumstances grant both advantage and disadvantage simultaneously, they cancel out — roll a single die as normal.
Worked Example
Full Probability Table
Use this table to convert between a DC value and the probability of success on a single, unmodified D20 roll:
| DC | Probability Estimate | Probability of Success |
|---|---|---|
| 1 | Almost certain | 99% |
| 2 | Highly likely | 95% |
| 3 | Very likely | 90% |
| 4 | Expected | 85% |
| 5 | Good chance | 80% |
| 6 | Probable | 75% |
| 7 | Likely | 70% |
| 8 | Quite possible | 65% |
| 9 | More often than not | 60% |
| 10 | Maybe | 55% |
| 11 | Even odds | 50% |
| 12 | Perhaps | 45% |
| 13 | Somewhat unlikely | 40% |
| 14 | Unlikely | 35% |
| 15 | Not often | 30% |
| 16 | Probably not | 25% |
| 17 | Rarely | 20% |
| 18 | Remote | 15% |
| 19 | Highly unlikely | 10% |
| 20 | Extremely unlikely | 5% |
Probabilistic Thinking
The dice mechanic is not just a game system — it is a training tool. By asking players to estimate probabilities before a roll, you encourage them to practise calibrating their judgement and checking their bias.
When a player says “I think there is about a 30% chance this works,” they are engaging in the same kind of probabilistic reasoning that underpins sound decision-making in real organisations. Over the course of a session, this builds the habit of thinking in terms of likelihoods rather than certainties.
Encourage players to think about the probability of outcomes and invite their input on DC levels. This collaborative approach turns every dice check into a learning moment.