Alternative Dice Rolling Methods
This page is mainly geared towards those who enjoy houserules, homebrews, or conversions.
Some people enjoy different dice rolling methods. This short section describes how to use alternative methods with WOIN. Different methods offer different degrees of granularity, speed of use, and pool-building fun! Different dice mechanics feel different in play. In general, an optimized (5d6) grade 5 character gets a Difficult result on an average roll.
With a litle math, you can also use this page to reverse engineer other systems and convert to WOIN.
Total. The default method is to roll a dice pool and add the total. An optimized (5d6) grade 5 character rolls 5d6, with an average roll of 17.
Roll 4+. Roll the dice pool as normal, but just count the number of dice which roll 4 or more. Target numbers are divided by 7 (round up). Difficulty numbers range from 1-7. An optimized (5d6) grade 5 character rolls 5d6, with an average roll of 3.
Alternatives: roll 3+ on a d4, 4+ on a d6, 5+ on a d8, 6+ on a d10, 7+ on a d12, 11+ on a d20.
Roll 5+. As above, but divide target numbers by 10 (round up). This sacrifices a lot of granularity. Difficulty numbers range from 1-5. An optimized (5d6) grade 5 character rolls 5d6, with an average roll of 2.
Alternatives: roll 6+ on a d8, 7+ on a d10, 9+ on a d12, 14+ on a d20.
Roll 6. This lacks any granularity but is incredibly quick to use. Divide target numbers by 20 (round up). Difficulty numbers range from 1-3. Not recommended. An optimized (5d6) grade 5 character rolls 5d6, with an average roll of 1.
Alternatives: roll 7+ on a d8, 9+ on a d10, 10+ on a d12, or 17+ on a d20.
d20. Roll 1d20 and add 1 for each die you would normally have in your dice pool. Target numbers are shown below. For DEFENSE scores, use the below table to derive static scores - there is no direct correlation, as a d20 is not a bell curve in the way a dice pool is. An optimized (5d6) grade 5 character rolls 1d20+5, with an average roll of 16. This conversion emulates a bounded accuracy style d20 scale. Note that with a flat scale rather than a bell curve, it is much easier to achieve extremes at each end of the scale.
d100. Roll 1d100 and add 10 for each die you would normally have in your dice pool. Target numbers are shown in the table below. For DEFENSE scores, multiply by 5. An optimized (5d6) grade 5 character rolls 1d100+50, with an average roll of 100. Note that with a flat scale rather than a bell curve, it is much easier to achieve extremes at each end of the scale.
With the three "count the number of dice which roll x or more" options listed above, specially colored or marked dice can make all three equally fast to use. Small colored adhesive stickers affixed to d6s can work well, and it is very easy to simply count the number of blue or red sides facing.
Revised Difficulty Benchmarks
The table below shows revised difficulty benchmarks for each of the above systems.
Difficulty |
WOIN |
Default |
Roll 4+ |
Roll 5+ |
Roll 6 |
d20 |
Percentile |
Trivial |
1d6 (1-2) |
- |
- |
- |
- |
- |
- |
Easy |
2d6 (3-5) |
7 |
1 |
1 |
1 |
13 |
70 |
Routine |
3d6 (6-9) |
10 |
2 |
1 |
1 |
14 |
85 |
Challenging |
4d6 (10-14) |
13 |
2 |
2 |
1 |
15 |
90 |
Difficult** |
5d6 (15-20) |
16 |
3 |
2 |
1 |
16 |
100 |
Demanding |
6d6 (21-27) |
21 |
3 |
3 |
2 |
17 |
110 |
Strenuous |
7d6 (28-35) |
25 |
4 |
3 |
2 |
18 |
120 |
Severe |
8d6 (36-44) |
29 |
5 |
3 |
2 |
19 |
130 |
Herculean |
9d6 (45-54) |
33 |
5 |
4 |
2 |
20 |
140 |
Superhuman |
10d6 (55-65) |
37 |
6 |
4 |
2 |
21 |
150 |
Impossible |
11d6 (66-77) |
40 |
6 |
4 |
3 |
22 |
160 |
- | 12d6 (78-90) | - | - | - | - | - | - |
Mythical |
13d6 (91-104) |
45 |
7 |
5 |
3 |
24 |
170 |
Target Numbers* |
Normal |
Divide by 7 |
Divide by 10 |
Divide by 20 |
Manually Adjust |
Multiply by 5 |
|
Avg at Grade 5 | 17 | 3 | 2 | 1 | 16 | 100 |
*Target numbers include difficulty benchmarks, DEFENSE scores, and other all other dice pool targets.
**This row shows the average result from an optimized grade 5 character.
Conversions From Other Systems
If you are reverse-engineering a conversion, the following dice rolls convert directly to d6s as follows.
Dice |
1d |
2d |
3d |
4d |
5d |
6d |
d4 |
1d6-1 |
1d6+1 |
2d6 |
2d6+2 |
3d6+2 |
4d6 |
d6 |
1d6 |
2d6 |
3d6 |
4d6 |
5d6 |
6d6 |
d8 |
1d6+1 |
2d6+2 |
4d6 |
5d6+2 |
6d6+2 |
8d6 |
d10 |
1d6+2 |
3d6+2 |
5d6 |
6d6+4 |
8d6 |
10d6 |
d12 |
2d6 |
4d6 |
6d6 |
8d6 |
10d6 |
12d6 |
d20 |
3d6+2 |
6d6+4 |
10d6 |
13d6+1 |
16d6+2 |
20d6 |
d20 Modern Purchase DC Conversion
Many games already use credits, gold, or dollars, and prices can convert straight over to WOIN. d20 Modern uses a Purchase DC scale. This converts as follows.
Cost ($ or Cr) |
D20 Modern DC |
Cost ($ or Cr) |
D20 Modern DC |
Less than 10 |
1 |
12,000 |
26 |
10 |
2 |
15,000 |
27 |
15 |
3 |
20,000 |
28 |
20 |
4 |
27,500 |
29 |
30 |
5 |
35,000 |
30 |
40 |
6 |
50,000 |
31 |
50 |
7 |
65,000 |
32 |
70 |
8 |
90,000 |
33 |
85 |
9 |
120,000 |
34 |
120 |
10 |
150,000 |
35 |
150 |
11 |
200,000 |
36 |
200 |
12 |
275,000 |
37 |
275 |
13 |
350,000 |
38 |
350 |
14 |
500,000 |
39 |
500 |
15 |
650,000 |
40 |
650 |
16 |
900,000 |
41 |
900 |
17 |
1,200,000 |
42 |
1,200 |
18 |
1,500,000 |
43 |
1,500 |
19 |
2,000,000 |
44 |
2,000 |
20 |
2,750,000 |
45 |
2,750 |
21 |
3,500,000 |
46 |
3,500 |
22 |
5,000,000 |
47 |
5,000 |
23 |
6,500,000 |
48 |
6,500 |
24 |
9,000,000 |
49 |
9,000 |
25 |
12,000,000 |
50 |
General Conversion Guidelines
The following comprises a number of individual conversion notes, although this will be more art than science.
- d20 levels are equal to two WOIN grades, starting at grade 5. To covert levels to grades, multiply the level by 2 and add 3. Monster CRs follow the same rule.
- d20 armor class translates directly to SOAK on a 1:1 basis.
- Divide d20 ability scores by 2 to get WOIN attributes. STR, DEX, CON, INT, WIS, CHA are STR, AGI, END, LOG, INT, CHA respectively. Use WIS for WIL.
- Similarly, divide skill ranks by 2.
- For percentile systems, divide by 10 (round down) or use the below table. It generally assumes that a score of 100 is the maximum human score. For systems where 100 is the absolute maximum possible, you will need to establish the human average in that system and assign a value of 4 to it, and the human maximum (or likely maximum) and assign a value of 12 to it, and use those benchmarks to assign the rest accordingly. WOIN does not have an upper bound (instead using an exponential scale to increasingly reduce the benefit of higher and higher scores).
d20 |
Percentile |
WOIN |
0 |
1-10 |
- |
1-2 |
11-20 |
1 (1d6) |
3-4 |
21-30 |
2 (1d6) |
5-6 |
31-40 |
3 (2d6) |
7-8 |
41-50 |
4 (2d6) |
9-10 |
51-60 |
5 (2d6) |
11-12 |
61-70 |
6 (3d6) |
13-14 |
71-80 |
8 (3d6) |
15-16 |
81-90 |
10 (4d6) |
17-18 |
91-100 (human
max) |
12 (4d6) |
19-20 |
101-110 |
14 (4d6) |
21-22 |
111-120 |
16 (5d6) |
23-24 |
121-130 |
18 (5d6) |
25-26 |
131-140 |
20 (5d6) |
27-28 |
141-150 |
23 (6d6) |
29-30 |
151-160 |
26 (6d6) |
31-32 |
161-170 |
29 (7d6) |
33-34 |
171-180 |
33 (7d6) |
35-36 |
181-190 |
37 (7d6) |
37-38 |
191-200 |
41 (7d6) |
39-40 |
201-210 |
21 (6d6) |
41-42 |
211-220 |
22 (6d6) |
43-44 |
221-230 |
23 (6d6) |
45-46 |
231-240 |
24 (6d6) |
47-48 |
241-250 |
25 (6d6) |
49-50 |
251-260 |
26 (6d6) |
51-52 |
261-270 |
27 (6d6) |
53-54 |
271-280 |
28 (7d6) |
55-56 |
281-290 |
29 (7d6) |
57-58 |
291-300 |
30 (7d6) |
59-60 |
301-310 |
31 (7d6) |