Seeking advice on dice systems for homebrew RPGs

RPGdicemechanicsdesigntabletop
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Registration:
18.03.2024
Messages: 295
Gamer99 Topic author
07.01.2025 02:22
I've been designing a new fantasy RPG and I'm completely overwhelmed by the dice mechanics. Should I stick to the traditional d20 system, or would using a pool of polyhedral dice (like a d6 pool) feel more thematic and modern? I want the randomness to feel meaningful, not just arbitrary. I'm worried that if I use too many different dice types, the rules overhead will become too complex for new players to grasp quickly. Does anyone have experience balancing a system that uses multiple dice types effectively? Any advice on keeping the math simple but the results dramatic would be hugely appreciated.
18 Answers
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23.01.2022
Posts: 853
WaterCool
10.02.2025 01:23
You should definitely look into Fate Core's dice pool system. It's excellent for making randomness feel narrative. It uses dF (Fate dice) and is very intuitive.
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02.07.2024
Posts: 95
FortNiteKid
27.02.2025 22:07
I think the d20 is a trap. It feels arbitrary because the margin between success and failure is too steep. Polyhedral pools give a much smoother curve of results.
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16.07.2023
Posts: 475
CSGO_Pro
28.02.2025 21:27
Keep the math simple. Focus on the *meaning* of the dice, not the complexity of the rolls. If a d6 pool means 'you are struggling but succeeding,' that's enough.
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14.11.2024
Posts: 905
Myth_C
21.07.2025 22:48
Regarding the overhead: start with a single pool type, say d6s, and only introduce a second type when the core mechanics are solid. Don't overwhelm the players early on.
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25.02.2025
Posts: 862
CodeBreaker
27.07.2025 10:44
A quick thought on the d20: if you use it, consider modifying it. Maybe it's a d20 that rolls 2d10 and adds 10, just to give it a different feel.
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11.07.2024
Posts: 450
Danse_B in response
13.08.2025 06:39
Reply to the d6 pool idea: If you use a d6 pool, make sure the success threshold is based on *number* of successes, not a total score. That keeps the math clean and thematic.
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01.11.2024
Posts: 735
CyberPunk
16.09.2025 11:47
The key is consistency. Whatever the dice system is, the *consequences* of rolling high or low must be consistent across all skills and situations. That's where the drama comes from.
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31.07.2025
Posts: 1063
Teacher_C
07.10.2025 16:21
I'd suggest looking at Powered by the Apocalypse (PbtA) games. They use dice pools but focus heavily on narrative prompts, which helps players accept the randomness.
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30.12.2023
Posts: 1202
DeathNote
13.10.2025 17:13
How about a tiered system? Use a simple d10 for basic checks, and only introduce a d20 for truly epic, once-in-a-lifetime moments. It manages complexity.
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23.04.2022
Posts: 948
RedDragon in response
09.11.2025 15:17
I agree with the PbtA suggestion. The structure guides the player through the dice roll, making the randomness feel like a natural part of the story unfolding.
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31.03.2022
Posts: 793
Legend_C
16.11.2025 01:56
Don't worry about the sheer number of dice types. Group them conceptually. If it's 'combat dice' or 'social dice,' the player understands the context, even if the die shape changes.
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11.10.2022
Posts: 1121
PingMaster
02.12.2025 12:15
If you want meaningful randomness, consider dice that roll *ranges* instead of single numbers. Like 'roll 2d6, the result is between 4 and 10.' It feels more controlled.
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10.01.2022
Posts: 903
ApexLegend
17.12.2025 20:31
Short answer: Stick to the polyhedral pool. The thematic resonance of multiple dice is usually worth the initial learning curve for dedicated players.
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23.12.2021
Posts: 1452
Karine_C in response
25.12.2025 07:00
Reply to the d20 discussion: The d20 is fine if you treat the roll as a measure of *potential* rather than a measure of *skill*. It's a narrative tool, not just a number.
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13.08.2023
Posts: 41
David_C
02.02.2026 15:51
I found that limiting the dice pool size (e.g., max 6 dice) helped immensely. It kept the calculation manageable for the players without sacrificing the feeling of variety.
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28.06.2025
Posts: 1498
FalloutBoy
03.02.2026 17:31
The best systems often use a combination of dice types, but they treat them as different *resources*. One die might represent luck, another physical ability. This gives meaning.
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14.01.2023
Posts: 76
SonicSpeed
18.03.2026 16:37
Focus on the *output* of the roll, not the mechanics. If the roll determines a narrative outcome (e.g., 'you succeed but take damage'), the specific die type matters less.
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06.11.2022
Posts: 583
Brother_C
05.04.2026 22:00
Overall, I recommend a system where the dice are used to generate *options* or *modifiers*, rather than just a single pass/fail result. That's where the drama lives.

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