04

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:

Dice Check difficulty levels and their corresponding DC values
DC Difficulty
1Trivial
5Easy
10Moderate
15Hard
18Very Hard
20Nearly Impossible

Step-by-Step

When an event occurs that could succeed or fail, follow these steps to resolve it:

  1. 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.
  2. Set the DC. Consider how challenging the task would be and set a threshold number for success using the difficulty guide above.
  3. 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?
    1. 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.
    2. Under certain circumstances, the GM may determine that a character has advantage or disadvantage on a check (see below).
  4. Roll the die. The player rolls a D20 and adds any modifiers.
  5. Compare to the DC. If the total meets or exceeds the DC, the action succeeds. If it falls below, the action fails.
  6. 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 values mapped to probability estimates and percentage chance of success
DC Probability Estimate Probability of Success
1Almost certain99%
2Highly likely95%
3Very likely90%
4Expected85%
5Good chance80%
6Probable75%
7Likely70%
8Quite possible65%
9More often than not60%
10Maybe55%
11Even odds50%
12Perhaps45%
13Somewhat unlikely40%
14Unlikely35%
15Not often30%
16Probably not25%
17Rarely20%
18Remote15%
19Highly unlikely10%
20Extremely unlikely5%

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.

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