Dice

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Dicey Dangers, Core Rule Game by Joel Hills
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Core Rule Book

Dice

Dice are the primary resolution mechanic in Dicey Dangers. Understanding which dice to roll, what counts as a success, and how special dice behave is essential before playing any adventure.

Dice Notation

Dicey Dangers primarily uses six-sided dice (d6), but some tables and skill checks require one of the standard seven polyhedral dice. A die is indicated with a lowercase "d" followed by the number of its sides — for example, d6 (six sides) or d20 (twenty sides).

Special Dice Combinations

d10
The face marked "0" represents 10, not zero.
d100 (Percentile)
Roll two d10s. One die represents the tens digit and the other represents the ones digit. A result of double-0 equals 100.
d66
Similar to percentile dice, but using two d6s. This gives a range of results from 11 to 66. The first die is the tens digit and the second is the ones digit.

Dice Types

Dicey Dangers uses colour-coded dice, each with its own success threshold and special effect. Dice fall into three categories: Standard Dice], Element / Specialty Dice, and Threat Dice.

Standard Dice

Die Name Success On Special Rule
Dice-White-Icon.png White – Standard 5 or 6 A roll of 1 generates one Threat Die (Black die).

Element / Specialty Dice

These dice are gained through items, class abilities, or heritage traits and add elemental power to attacks and defenses. They are used only for Combat rolls (Attack/Defense), never for ordinary Skill Checks, which are rolled with White dice only.

A colored die's success counts toward the check's normal success total exactly like a White success. Its listed rider effect also happens, in addition, every time it succeeds.

Die Name Success On Special Rule
Dice-Red-Icon.png Red – Fire 5 or 6 On a success, roll an additional Red die and add its result. Keep rolling and adding while the new dice keep succeeding. Every Red success, including cascaded ones, counts toward the check's success total.
Dice-Orange-Icon.png Orange – Energy 5 or 6 On a success, re-roll any die showing a 1 in the pool. This denies the monster a Threat Die, since only a White 1 generates one.
Dice-Yellow-Icon.png Yellow – Electric 5 or 6 A Yellow success counts as 2 successes toward the check.
Dice-Green-Icon.png Green – Acid / Poison 6 only Once a Green die succeeds, that success locks in for the rest of the encounter: it counts as an automatic success on every Attack and Defense roll from then on, without needing to be re-rolled.
Dice-Blue-Icon.png Blue – Cold 4, 5, or 6 Cold seeps into the bones and slows every motion. On a success, remove one Threat Die from the current pool. The chill extinguishes a monster's surge before it can strike.
Dice-Purple-Icon.png Purple – Magic 3, 4, 5, or 6 Magic bends the rules of the world itself. On a success, blocks the effect of one Threat Die currently in play, the arcane force unravels the monster's special ability before it can take hold.

Threat Dice

Die Name How Generated Effect
Dice-Black-Icon.png Black – Threat Created when a White die rolls a 1 Used by monsters for special attacks and abilities. See the Monster Table for specific Threat Die effects. Threat Dice are removed from the pool once used.

Quick Reference

Die Colour Type Succeeds On Special Effect Theme
Dice-White-Icon.png White Standard 5–6 Baseline; generates Threat on 1s
Dice-Red-Icon.png Red Fire 5–6 Amplification; cascades on success, all cascaded successes count
Dice-Orange-Icon.png Orange Energy 5–6 Forgiveness; softens bad rolls (re-roll 1s), denies Threat Dice
Dice-Yellow-Icon.png Yellow Electric 5–6 Double count; a success counts as 2 successes
Dice-Green-Icon.png Green Acid/Poison 6 only Persistence; locks in as a standing success on Attack and Defense
Dice-Blue-Icon.png Blue Cold 4–6 Chill: remove one Threat Die from the current pool
Dice-Purple-Icon.png Purple Magic 3–6 Block: blocks the effect of one Threat Die
Dice-Black-Icon.png Black Threat N/A Monster special attacks; see Monster Definition

See Also


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