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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.
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 = Aspect value − Action Load
>This replaces D&D’s Action/Bonus/Reaction system with something more fluid but self-limiting.
Advantage / Disadvantage
Modeled as adding or removing d4s:
- Advantage: Add a d4, remove the lowest
- Disadvantage: Add a d4, remove the highest
Multiple stacks add/remove more dice. It’s a smooth mechanic that stacks intuitively.
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