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.

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 the result. Keeps cascading as long as successes are rolled.
Dice-Orange-Icon.png Orange – Energy 5 or 6 On a success, re-roll any die showing a 1 in the pool.
Dice-Yellow-Icon.png 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.
Dice-Green-Icon.png 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.
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, 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
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
Dice-Orange-Icon.png Orange Energy 5–6 Forgiveness; softens bad rolls (re-roll 1s)
Dice-Yellow-Icon.png Yellow Electric 5–6 Disruption; bypasses/adds to defense
Dice-Green-Icon.png Green Acid/Poison 6 only Persistence; locks result in permanently
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 Nullify: cancel 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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