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Dice Probability Reference: d4 to d20

Single dice, sums, advantage, and dice pools — the numbers you actually look up.

The numbers people actually look up at a table: what a single die gives you, how sums behave, what advantage is worth, and how a dice pool differs from a total.

The most useful thing on this page is the difference between a flat distribution and a bell curve. A single d20 gives every result an equal 5%; 3d6 gives 10 and 11 about 12.5% each and 3 and 18 about 0.46% each, from dice that add up to a similar range.

That difference is why systems choose one or the other, and it changes how a game feels far more than the specific numbers do.

Single dice: flat by definition

One die of any size gives every face an identical probability: 25% on a d4, 16.67% on a d6, 10% on a d10, 5% on a d20. There is no centre and no tail — every outcome is as likely as every other.

The practical consequence is that a single-die system has maximum variance for its range. A d20 roll needing 15 or higher succeeds 30% of the time, and the difference between needing 15 and needing 16 is exactly 5 percentage points, every time, anywhere on the scale.

That linearity is why d20 systems are easy to reason about and why a plus-one modifier is worth the same whether you needed a 5 or a 19.

Success chances on a d20

  • Needs 2+: 95% · 5+: 80% · 8+: 65% · 11+: 50%
  • 14+: 35% · 17+: 20% · 20: 5%
  • Every +1 to the roll is worth exactly 5 percentage points, wherever you are on the scale.

Sums: the bell curve appears immediately

Add two dice and the flat distribution becomes triangular. On 2d6, a total of 7 has six ways to occur and a total of 2 has one, so 7 comes up 16.67% of the time and 2 comes up 2.78%.

Add a third and it becomes recognisably bell-shaped. On 3d6 the middle results, 10 and 11, each come up about 12.5%, while 3 and 18 each come up about 0.46% — roughly one roll in 216.

The practical effect is that a sum-based system is much more predictable than a single-die one with a similar range. A 3d6 result between 8 and 13 covers about 68% of rolls, so a character with a modifier that shifts the curve by two points changes their outcomes far more than a two-point shift on a d20 would.

  • 2d6: total 7 is most likely at 16.67%; totals 2 and 12 at 2.78% each.
  • 3d6: totals 10 and 11 at about 12.5%; totals 3 and 18 at about 0.46%.
  • The more dice you add, the tighter the distribution around the middle.
  • Modifiers matter more on a curve than on a flat distribution.

Advantage: what rolling twice is worth

Rolling two d20 and taking the higher is worth different amounts depending on what you needed. It is worth almost nothing when you needed a 2, worth almost nothing when you needed a 20, and worth the most in the middle.

The arithmetic is simple: you fail only if both dice fail, so the failure chance is squared. Needing 11 or higher, a single die succeeds 50% of the time and advantage succeeds 75% — a gain of 25 percentage points. Needing 2 or higher, a single die succeeds 95% and advantage succeeds 99.75%, a gain of under 5.

The peak is at a target of 11, and the effect is symmetric around it. Advantage is worth roughly the same as a +5 modifier in the middle of the range and roughly a +1 at either end, which is why systems that use it feel different from systems with flat bonuses.

Advantage on a d20, by target

  • Needs 5+: 80% → 96%, a gain of 16 points.
  • Needs 11+: 50% → 75%, a gain of 25 points — the maximum.
  • Needs 17+: 20% → 36%, a gain of 16 points.
  • Needs 20: 5% → 9.75%, a gain of under 5 points.

Streaks and how often a d20 fails three times

The question that comes up at every table is whether a run of bad rolls is evidence of a bad die. Almost always it is not, and the arithmetic is easy enough to do out loud.

Failing a 50/50 roll three times running has probability 0.5 cubed, which is 12.5% — about one sequence in eight. Over a three-hour session with sixty rolls, a run of three failures somewhere is close to certain.

Failing five times running at 50/50 is about 3%, which sounds rare and will still happen to somebody at the table most sessions. Distinguishing an actually biased die from ordinary bad luck needs hundreds of recorded rolls, not a memorable evening.

Dice pools: a different question entirely

A pool system asks how many dice cleared a threshold rather than what they totalled, and the resulting distribution is binomial rather than a sum of uniforms. That makes it behave completely differently as the pool grows.

Six d10s needing 7 or higher succeed 40% each, so the expected count is 2.4. But zero successes happens about 4.7% of the time — roughly one roll in twenty-one — while a summed roll of six dice essentially never produces its minimum.

That wide spread is why pool systems feel swingy. The expected value is reassuring and the distribution is not: a system that hands out six dice at a forty percent success rate and asks for three successes fails 54% of the time, despite an expected count of 2.4.

Frequently asked questions

Why does 3d6 feel so different from 1d20?

Because 3d6 is a bell curve — 10 and 11 come up about 12.5% each and the extremes under 0.5% — while a d20 gives every result exactly 5%.

How much is advantage worth?

Most in the middle: needing 11+, it takes you from 50% to 75%. At either extreme it is worth under five percentage points.

Is a +1 always worth the same?

On a d20, yes — exactly five percentage points anywhere on the scale. On a sum of dice, no: it is worth much more near the middle of the curve.

How often does a d20 fail three times in a row?

At a 50/50 target, 12.5% — about one sequence in eight. Over sixty rolls in a session it is close to certain to happen somewhere.

Is my die biased?

Almost certainly not, and a session of bad luck cannot tell you. Distinguishing a genuinely biased die from chance needs hundreds of recorded rolls.

What is the chance of rolling 18 on 3d6?

One in 216, about 0.46%. The same as rolling 3, since the distribution is symmetric.

Why do dice pools feel swingier than totals?

Because a success count is binomial and much more spread out than a sum. Six d10s at a 40% success rate return zero successes about one roll in twenty-one.

Does rolling more dice make results more predictable?

For sums, yes — the distribution tightens around the middle. For success counts, the spread grows in absolute terms while narrowing proportionally.

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