Dice roll battle

Dice rolls

When the outcome is uncertain, roll 3d6 against a target. Equal or under succeeds.

Start here

Roll 3d6

If the Game Master asks what your character does and there is no real risk, you simply do it: set up camp, tend the horses, visit a familiar tavern. No roll.

When skill, luck, or opposition matters, roll 3d6 against a target number. Add the three dice. You succeed if the total is less than or equal to the target.

Stat roll: the target is the stat. Skill roll: the target is skill level + linked stat. Same dice. Same success rule. Full detail on Stat & skill rolls.

Example: Target 12. Roll 3+4+5 = 12 → success. Roll 3+5+6 = 14 → failure.

At the table: how well did I do?

You don't need to translate the numbers yourself. RPG Meister shows a named outcome. If you want the mechanic: margin = target − roll total. A positive margin is a success; a negative margin is a failure. The GM uses the margin for narration and for some effects (Recovery, shield bypass, opposed-roll winners).

In the example above, 12 vs 12 is margin 0 (marginal success). 14 vs 12 is margin −2 (minor failure).

At the table: the eleven-step outcome scale

You don't need to memorise this table. The app shows the named result. This is here when you want to know what the margins mean.

Margin Outcome Tier
Natural 3Legendary successS6 (reserved)
+4 or moreExceptional successS5
+3Great successS4
+2Solid successS3
+1SuccessS2
0Marginal successS1
−1Near missF1
−2Minor failureF2
−3FailureF3
−4 or worseSevere failureF4
Natural 18Catastrophic failureF5 (reserved)

Natural 3 and natural 18 are reserved. They always count as the most extreme outcomes — regardless of how easy or hard the target was. A peasant can stitch a king's wound with a natural 3; a master surgeon can botch a bandage on a natural 18. The fiction the GM weaves around it should match.

Advanced: the maths behind 3d6

You do not need this before your first game. Useful if you are designing a character or want exact odds.

Each +1 to your target is helpful, but not equally helpful across the whole range. Because 3d6 averages about 10½, improvements near the middle change your odds a lot; improvements when you are already excellent change them only a little.

Compare Chance to succeed (3d6 ≤ target) Difference
Target 10 vs 13 50.0% vs 80.6% +30.6 points
Target 15 vs 18 92.1% vs 100% +7.9 points

Improving a weak score is usually cheap in character points and gives a big jump at the table. Improving an already excellent score costs more for a smaller gain — by design.

  • Statistics treat 10 as the baseline. Moving up from low values is inexpensive; each step above 10 costs more than the last.
  • Skills use a rising cost table: level 0→1 costs 1 point; high levels are a serious investment.

Chance of rolling equal to or below

Exact odds for fair dice (216 equally likely outcomes). No modifiers.

Target (≤) Success chance Gain if target +1
30.5%—
41.9%+1.4
54.6%+2.8
69.3%+4.6
716.2%+6.9
825.9%+9.7
937.5%+11.6
1050.0%+12.5
1162.5%+12.5
1272.2%+9.7
1380.6%+8.3
1487.5%+6.9
1592.1%+4.6
1694.9%+2.8
1796.3%+1.4
18100%+3.7

“Gain if target +1” is how much the success chance rises when your target increases by exactly one.

Related rules