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
|
|
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.
| Die
|
Name
|
Success On
|
Special Rule
|
|
Red – Fire
|
5 or 6
|
On a success, roll an additional Red die and add the result. Keeps cascading as long as successes are rolled.
|
|
Orange – Energy
|
5 or 6
|
On a success, re-roll any die showing a 1 in the pool.
|
|
Yellow – Electric
|
5 or 6
|
Attack: On a success, the result ignores one White defense die. Defense: On a success, add one hit to the defense result.
|
|
Green – Acid / Poison
|
6 only
|
On a success, the result is locked in as a fixed value for the remainder of the challenge — it cannot be re-rolled or negated.
|
|
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.
|
|
Purple – Magic
|
3, 4, 5, or 6
|
Magic bends the rules of the world itself. On a success, cancel 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
|
|
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
|
White |
Standard |
5–6 |
Baseline; generates Threat on 1s
|
Red |
Fire |
5–6 |
Amplification; cascades on success
|
Orange |
Energy |
5–6 |
Forgiveness; softens bad rolls (re-roll 1s)
|
Yellow |
Electric |
5–6 |
Disruption; bypasses/adds to defense
|
Green |
Acid/Poison |
6 only |
Persistence; locks result in permanently
|
Blue |
Cold |
4–6 |
Chill: remove one Threat Die from the current pool
|
Purple |
Magic |
3–6 |
Nullify: cancel the effect of one Threat Die
|
Black |
Threat |
N/A |
Monster special attacks; see Monster Definition
|
See Also