v3.0 OPTIONAL MECHANIC

Dice Pool Advantage System

Version 3.0 • Replaces Static Modifiers with Dynamic Dice Pools

"Three dice. Two kept. One discarded. The difference between glory and a shallow grave."

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

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:

Advantage Sources

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:

Disadvantage Sources

Critical Variants

Critical Advantage: Roll 4, Take Highest 2

When you have MULTIPLE advantages (2+ sources):

Why This Matters: Dramatically increases chance of double (EXECUTION: auto-destroy component). Rewards perfect tactical positioning and creates "alpha strike" moments.

Critical Advantage Examples

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):

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):

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

Integration with Other v3.0 Systems

Cross-References

Designer's Notes

Why Dice Pool Over Static Modifiers?

  1. Feels Better: Rolling more dice is viscerally fun
  2. More Dramatic: Higher variance at extremes (perfect positioning = god rolls)
  3. Intuitive: "I have advantage" is easier to understand than "need 7+ instead of 5+"
  4. Compatible: Works with existing Attack Dice symbols ( etc.)
  5. 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:

Range & Line of Sight

Flanking, rear attacks, and elevation grant Advantage

→ Read Range Rules

Combat System

How Advantage affects Attack Dice rolls and to-hit calculations

→ Read Combat Rules

Taint Exploitation

Spend 1 Taint to gain Advantage on an attack

→ Read Taint Rules

v3.0 Optional Rules

Full reference for Dice Pool Advantage system and other optional mechanics

→ Read Optional Rules

Core Combat System | Taint Exploitation | Return to Codex Home