In many RPG systems, non-trivial actions often require dice rolls. Some RPGs roll a fixed number of dice, add a number to the die roll based on the character's
attributes and
skills, and compare the resulting number with a difficulty rating. In other systems, the character's attributes and skills determine the number of dice to be rolled. Dice pool systems generally use a single size of die, the most common being
six- or
ten-sided dice (d6s or d10s), though in some games a character's Attributes or Skills may determine the size of the dice in the pool, as well as their number (such as
Deadlands). While such games may require different sized dice for different rolls, the dice in a given pool are usually all the same size. The results on each die may be added together and compared to a target number (as in
Over the Edge first and second editions), or the player may count the number of dice which roll higher than a specified target number, and compare that to a required number of "successes" (as in early editions of
Shadowrun or the
Storyteller System). In systems using the latter method, the target number required for a success may be fixed (the same for every roll) or variable (assigned depending on the difficulty of a task); the number of successes required may indicate the degree of success, or a minimum number of successes may be required as another means of determining difficulty. Another variation is that a number of dice are rolled, but only some are added together (as in the "Roll and Keep" system used by
Legend of the Five Rings and
7th Sea).
Modifying the dice pool In dice pool systems it is common to add or subtract dice from the pool to represent different circumstances. Penalties may temporarily reduce the dice pool for one or more skills (for example, a leg wound may reduce the dice pool for actions such as running, climbing, and jumping), and are usually fixed numbers (the leg wound may reduce a pool by two dice). Bonuses may temporarily increase dice pools, and usually represent beneficial circumstances (e.g. a character may have a powerful computer to aid her in a database search) or some special effort on the character's part (an effort of will, a strong desire to succeed, or even a supernatural power). Circumstantial bonuses are also usually fixed numbers – for example, the aforementioned computer might grant two additional dice – while character traits which grant bonuses are usually an expendable resource, representing special effort. This may take the form of "points" (e.g. "Willpower points" in the
Storytelling System), or an extra pool of dice which may be allocated to other pools to augment rolls (e.g. the Combat and Karma pools of earlier editions of
Shadowrun). Other complications may be used to simulate luck, superhuman ability or other conditions; a common one is to allow high (or low) rolling dice to be rolled again, the second roll counting as if it were an additional die. ==Advantages and problems==