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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:

  1. Start of round: Action Load = 0
  2. Take action: Add 1 to Action Load
  3. 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

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