Dice Pool Advantage System
Version 3.0 • Replaces Static Modifiers with Dynamic Dice Pools
Overview
System replaces static to-hit modifiers with a dice pool mechanic. Instead of adding +1 or +2 to your target number, you roll extra dice and take the highest or lowest results.
This creates more dramatic swings in combat. The chance of rolling double criticals increases, making every attack feel more exciting. Rolling more dice is viscerally fun, and skilled attackers have higher critical hit chances.
Why This Is Better
- More dramatic swings (chance of double criticals increases)
- Feels more exciting (rolling more dice is fun!)
- Creates more variance at extremes (skilled attackers have higher crit chances)
- Compatible with existing Attack Dice system
Core Mechanic
Base Roll: 2 Attack Dice
Standard attack (no modifiers): Roll 2 Attack Dice, add both values together, and compare to target number (usually 5+).
Advantage: Roll 3, Take Highest 2
When you have tactical ADVANTAGE:
- Roll 3 Attack Dice
- Discard the LOWEST die
- Add the 2 highest values together
Advantage Sources
- Flanking attack (hex-sides 3, 5)
- Rear attack (hex-side 4)
- Higher ground (1+ elevation)
- Target is Stunned/Immobilized
- Aiming (spent previous turn stationary, aiming at target)
- Target has 5+ Momentum Tokens
Example:
You're attacking from higher ground (Advantage)
Roll 3 Attack Dice: (3) + (5) + (0)
Discard lowest (): Keep (3) + (5) = 8 total
Result: Strong Hit! (+1 damage)
Disadvantage: Roll 3, Take Lowest 2
When you have tactical DISADVANTAGE:
- Roll 3 Attack Dice
- Discard the HIGHEST die
- Add the 2 lowest values together
Disadvantage Sources
- Heavy cover (fortress walls, dense forest)
- Obscured target (smoke, darkness)
- Long range (7-10 hexes)
- Extreme range (11+ hexes)
- Attacker moved 6+ hexes this turn
- Attacker has 5+ Heat (Danger Zone)
- Attacker's Primary Weapon destroyed
Critical Variants
Critical Advantage: Roll 4, Take Highest 2
When you have MULTIPLE advantages (2+ sources):
- Roll 4 Attack Dice
- Discard the 2 LOWEST dice
- Add the 2 highest values together
Why This Matters: Dramatically increases chance of double (EXECUTION: auto-destroy component). Rewards perfect tactical positioning and creates "alpha strike" moments.
Critical Advantage Examples
- Rear attack (Advantage) + Higher ground (Advantage) = Critical Advantage
- Flanking (Advantage) + Target Stunned (Advantage) = Critical Advantage
- Aiming (Advantage) + Target has 5+ Momentum (Advantage) = Critical Advantage
Example:
Attacking rear (Advantage) from higher ground (Advantage) = Critical Advantage
Roll 4 Attack Dice: (3) + (5) + (5) + (4)
Discard 2 lowest (, ): Keep (5) + (5) = 10 total
Result: EXECUTION! Auto-destroy component, bypass all Defense!
Critical Disadvantage: Roll 4, Take Lowest 2
When you have MULTIPLE disadvantages (2+ sources):
- Roll 4 Attack Dice
- Discard the 2 HIGHEST dice
- Add the 2 lowest values together
Why This Hurts: Very high chance of missing or jamming. Almost impossible to get Strong Hits or Crits. Forces you to reposition or wait for better opportunity.
Advantage/Disadvantage Interactions
If You Have BOTH Advantage and Disadvantage
They CANCEL OUT (1-for-1):
- 1 Advantage + 1 Disadvantage = Straight Roll (2 dice, no change)
- 2 Advantages + 1 Disadvantage = Advantage (net +1, roll 3 take highest 2)
- 1 Advantage + 2 Disadvantages = Disadvantage (net -1, roll 3 take lowest 2)
Example:
Rear attack (Advantage) from higher ground (Advantage) but target in heavy cover (Disadvantage)
Net: +1 Advantage (2 - 1 = 1)
Roll 3 Attack Dice, take highest 2
Probability Analysis
Chance of Strong Hit or Better (7+)
| Dice Pool | Success Rate | Improvement |
|---|---|---|
| Straight Roll (2d6) | ~42% | Baseline |
| Advantage (3d6, take 2 highest) | ~59% | +17% |
| Disadvantage (3d6, take 2 lowest) | ~26% | -16% |
Chance of EXECUTION (Double , value 10)
| Dice Pool | EXECUTION Chance | Improvement |
|---|---|---|
| Straight Roll | ~2.8% | Baseline |
| Advantage | ~5.1% | Nearly DOUBLE |
| Critical Advantage (4d6) | ~8.5% | TRIPLE the base chance! |
This creates dramatic "god roll" moments when perfectly positioned.
Quick Reference Table
| Situation | Dice Roll | Effect |
|---|---|---|
| Standard | 2d6, add both | Baseline |
| Advantage | 3d6, discard lowest | +17% hit chance, +2.3% crit |
| Critical Advantage | 4d6, discard 2 lowest | +8.5% EXECUTION chance |
| Disadvantage | 3d6, discard highest | -16% hit chance, harder crits |
| Critical Disadvantage | 4d6, discard 2 highest | Very likely to miss/jam |
Conversion Chart
Replacing old static modifiers with dice pool system:
| Old Modifier | New Dice Pool |
|---|---|
| +0 (standard) | 2d6, add both |
| +1 (easier to hit) | Advantage (3d6, take 2 highest) |
| +2 (much easier) | Critical Advantage (4d6, take 2 highest) |
| -1 (harder to hit) | Disadvantage (3d6, take 2 lowest) |
| -2 (much harder) | Critical Disadvantage (4d6, take 2 lowest) |
Example Conversions
- Flanking (old: -1 to target number) → Advantage
- Heavy cover (old: +2 to target number) → Disadvantage
- Rear + Higher ground (old: -3 to target number) → Critical Advantage
Integration with Other v3.0 Systems
Cross-References
- Taint Exploitation: "Exposed Weakness" exploit grants Advantage
- Pilot Grit: Grit affects resistance rolls, not Attack Dice
- Combat System: Dice Pool replaces to-hit modifiers in Step 2
Designer's Notes
Why Dice Pool Over Static Modifiers?
- Feels Better: Rolling more dice is viscerally fun
- More Dramatic: Higher variance at extremes (perfect positioning = god rolls)
- Intuitive: "I have advantage" is easier to understand than "need 7+ instead of 5+"
- Compatible: Works with existing Attack Dice symbols ( etc.)
- Rewards Skill: Perfect setups (Critical Advantage) = triple EXECUTION chance
"Roll three. Keep two. Discard one. The mathematics of mercy and murder."
See Also
Dice Pool Advantage works with these systems:
v3.0 Optional Rules
Full reference for Dice Pool Advantage system and other optional mechanics