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    <title>blogwagon on The Dice Society</title>
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      <title>Seven Dice Systems to Steal | Random Blogwagon</title>
      <link>https://thedicesociety.com/seven-dice-systems/</link>
      <pubDate>Sun, 07 Jun 2026 00:00:00 +0000</pubDate><author>contact@thedicesociety.com (The Dice Society)</author>
      <guid>https://thedicesociety.com/seven-dice-systems/</guid>
      <description>I joined the RANDOM BLOGWAGON and wrote an eight-paragraph post about randomness!</description>
      <content:encoded><![CDATA[<p>Is there anything more fun than talking about dice systems? Objectively no. So
imagine my joy when I found out that Prismatic Wasteland put out an
<a href="https://www.prismaticwasteland.com/blog/random-blogwagon">invite</a> for all RPG
blogs to write about randomness! My entry to the blogwagon is this: seven dice
systems for you to steal.</p>
<figure><img src="https://thedicesociety.com/images/posts/seven-dice-systems/comment.jpg"
         alt="The bones told me to do this"/><figcaption>
            <p>The bones told me to do this</p>
        </figcaption>
</figure>
<h2 id="roll-over">Roll-Over</h2>
<p>Roll-under systems are cool, however they have a &ldquo;bug&rdquo;: your stats go up, but
you&rsquo;re hoping for low results. In roll-over, you want to roll high because your
stats represent bad stuff that have to be overcome (Weakness, Fear, etc.) As you
level up, your stats go down since you&rsquo;re reducing these shortcomings. This
system seems to go well with horror games.</p>
<h2 id="gear-20">Gear 20</h2>
<p>In this system you&rsquo;re usually rolling 1d20 + modifier versus a target number.
During combat, as the stakes rise, your modifiers go up and your die size goes
down, representing that you&rsquo;re more becoming more focused and more powerful.
This system seems to go well with superheroic games with mid-combat
transformations (Super Saiyan, Gear 2, etc.)</p>
<h2 id="karmic-dice">Karmic Dice</h2>
<p>No one likes rolling low all night&hellip; So why not balance things out? In this
system, your target number is always the last number you have rolled &mdash; fumbles
are almost always followed by easy wins, and vice versa. Can this be abused by
players? I&rsquo;m sure it can&rsquo;t. This system seems to go well with narrative games.</p>
<h2 id="two-hit">Two-Hit</h2>
<p>Here you roll two dice and count how how many &ldquo;hit&rdquo;, i.e., meet or beat the
target number. You get a failure on zero hits, a mixed success on one hit, and a
full success on two hits. This system seems to go well with games that want both
degrees of success and GM-set target numbers.</p>
<h2 id="lock-n-roll">Lock &rsquo;n&rsquo; Roll</h2>
<p>This system requires dice with half &ldquo;miss&rdquo; faces and half &ldquo;hit&rdquo; faces (like VtM
dice.) Then you just need to roll four dice and count hits: zero or one is a
failure, two is a mixed success, and three or four is a full success. When
rolling with advantage/disadvantage, lock up to two dice on a hit/miss and roll
the rest. This system seems to go well with dice goblins that want maximum
legibility.</p>
<h2 id="nudge">Nudge</h2>
<p>This system also requires dice with half &ldquo;miss&rdquo; faces and half &ldquo;hit&rdquo; faces, here
called &ldquo;nudge&rdquo; dice. Now roll a regular 1d20, but include one or more nudge dice
when rolling with advantage or disadvantage. On advantage/disadvantage, each hit
on the nudge dice increases/decreases the degree of success by one. This system
seems to go well with games that have many degrees of success, but want to avoid
addition at all costs.</p>
<h2 id="the-ur-system">The Ur-System</h2>
<p>Flip a coin. You succeed on heads. This system seems to go well with games that
could not give less of a f***.</p>
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