Dice Pool Rationale
This archive page preserves the reasoning behind the shift from the traditional d20 system to a d4 dice pool mechanic.
Why Not d20?
The d20 Test system (used in D&D 5e) is simple and widely recognized, but suffers from:
- High variance: Every number from 1 to 20 is equally likely.
- Poor skill reflection: A highly skilled character can still roll a 1 and fail, while a novice can roll a 20 and succeed.
- All-or-nothing feel: Pass/fail results flatten tactical depth.
Why d4 Dice Pools?
The d4 pool system emerged from a desire to:
- Reduce swinginess through bell-curve probability
- Make character building choices feel consistently impactful
- Naturally scale with character growth
Core Concept
If we were to simply change from using a single D20 to using a number of D4s we could roll a number of D4s equal to:
- Attribute modifier
- Plus Proficiency bonus (if applicable)
You sum the results. For attacks or spells, include the weapon or spell’s damage die in the roll.
Then:
- Subtract target’s Evasion or DC
- The remainder is damage (or effect strength)
Example:
A fighter with +3 STR and +2 Proficiency uses a longsword (d8).
They roll 5d4 + 1d8, subtract the target’s Evasion, and apply any remaining value as damage.
Note that the max roll of 5d4 is 20, simulating a D20 roll but with a smooth bell curve.
Built-In Action Economy
By reducing your dice pool with each action, the system naturally limits multi-action abuse:
- Start of round: Action Load = 0
- Take action: Add 1 to Action Load
- Dice pool for next action = Normal total dice − Action Load
This replaces D&D’s Action/Bonus/Reaction system with something more fluid but self-limiting.
Advantage / Disadvantage
Historical: this keep/drop model was superseded. Current rule: Advantage adds 1d4, Disadvantage removes 1d4, stacking across different sources (see Dice Pool).
Modeled as adding or removing d4s:
- Advantage: Add a d4, remove the lowest die rolled
- Disadvantage: Add a d4, remove the highest die rolled
Multiple stacks add/remove more dice. It’s a smooth mechanic that stacks intuitively.
Design Decision: Can I Act? vs Advantage/Disadvantage
Decision (2026-10-25): Advantage and Disadvantage do not affect whether you can take an action. Eligibility is decided only by (Aspect − current Action Load) ≥ Action Cost. Once the action is allowed, Advantage adds 1d4 and Disadvantage removes 1d4 from the pool (stacking across different sources). Help grants Advantage on the roll of an ally who can already act; it is not a free pass through the gate.
Why we chose this:
- Short gate. One subtraction and one comparison, the same every time.
- Load-then-dice consistency. Load gates acting and sets the base pool; Adv/Disadv only modify dice afterward. The two steps never mix.
- Disadvantage can’t yank actions away. Stacking penalties make a roll worse, but never suddenly forbid an action the character could otherwise take.
- Teachable. New players learn “can I act?” and “how many dice?” as separate questions.
What we gave up (the alternative):
- Letting Advantage push a near-miss action over the line enables good teamwork beats. Bob: “I can’t quite do this.” Dave: “I’ll help!”
- For symmetry, Disadvantage would then have to be able to remove eligibility, which makes the rule longer and clunkier and adds bookkeeping mid-turn.
- Under the current rule, that kind of teamwork comes from Features that reduce an ally’s Load or an action’s Cost rather than from Advantage.
For GMs and derived systems: You may prefer the alternative, e.g. eligibility = (Aspect − Load + net Advantage/Disadvantage dice) ≥ Cost, or a Help option/Feature that lowers the helped character’s Load or Cost. Either is a reasonable choice; document which one your table or system uses so players aren’t surprised.
Status: Current rule as of ~2026-10-25. Open to revisit after playtesting. See also Dice Pool, Actions, and Team Actions.
Risk Dice
For powerful effects (like spells with high damage), the player may:
- Sacrifice one of the damage dice
- Add it to the attack roll to boost success
- Omit it from damage if the spell hits
This creates tactical tension: ensure a hit, or go for full damage?
Misses and Zero Pools
- If a player-initiated action would roll 0 or fewer dice, it can’t be attempted.
- If the GM calls for the roll, the player always rolls at least 1d4—even with negative modifiers.
Additional Notes
- High-tier abilities can require a minimum pool (e.g., “Fireball needs 6 dice to cast”)
- Dice serve both as resolution and resource tracking
- Everything stays visible and tactile—no hidden math
Tools
- Probability modeling: https://anydice.com/program/3c172
Why Not D6 Pools?
At first glance, using a pool of D6s might seem better than a pool of D4s. The variance is greater while still being a solid bell curve of probability. But there are a few problems.
The first is that when rolling D6s it is harder to easily total the results. Using D4s leads to most rolls are mostly pairs adding to 5, making addition quick and easy. That isn’t true with D6 pools.
The second is that the variance between low-skilled and high-skilled characters is too vast. Trying to determine the number of dice to roll matches up pretty well with D4s but not D6s. An example might clarify.
Compare the min and max possible rolls of two different pool sizes, related to their Attribute Modifier.
| # of Die | D4 Min | D4 Max | D6 Min | D6 Max |
|---|---|---|---|---|
| 2 | 2 | 8 | 2 | 12 |
| 5 | 5 | 20 | 5 | 30 |
You can see that when using D4s it more closely resembles the results when using a single D20. The maximum a skilled character can roll is in line with what we’d expect. But the max result for a skilled character when using D6s is much higher than we’d expect.
So this means we would either need to create a different method of figuring out how many dice to roll, or expand the way we calculate success/failure. Doing the latter adds the problem of converting from standard D&D sources.
But by staying with a D4 pool we can easily calculate the number of dice while making translations from D&D sources a breeze.