Table Games Calculator

Target Number Dice Calculator

Target Number Dice Calculator

Calculate dice-pool success odds for a chosen die size, target number, modifier, success threshold, reroll-failures rule, and critical face.

Target Roll Labels
Threshold pools Exact successes At-least checks Failure rerolls Critical faces Modifier math Distribution curve
Dice Pool Inputs
Use 6 for d6, 20 for d20, or any even custom die.
Number of dice rolled in the pool.
A roll succeeds when roll plus modifier meets this number.
Compare this threshold in exact or at-least mode.
Exact mode is useful for narrow triggers and overrun checks.
Added to each die before checking the target.
Only dice that miss the target get one more attempt.
Enter 0 to disable. A crit only counts if it also reaches the target.
Bonus mode lets one die contribute two success points.
Used only in the result breakdown.
Target Chance
0%
at least 0 successes
Single Die Success
0%
per die after reroll rule
Expected Successes
0.00
success points per roll
Critical Chance
0%
at least one critical face
Calculation Breakdown
Component and Spec Grid
d6 Common pool die
Targets like 4+, 5+, and 6+ map cleanly to 50%, 33.33%, and 16.67% before modifiers.
d20 Single check die
Every face is five percentage points, so modifiers shift the target in predictable steps.
1x Failure reroll
Rerolling failures once changes fail chance from p to p squared for each die.
+1 Critical bonus
A qualifying critical face can add one extra success point to the distribution.
Exact Narrow trigger
Use exact mode when excess successes do not help or when a result band matters.
At least Threshold trigger
Use at-least mode when any result equal to or above the target succeeds.
Mod Per-die modifier
The modifier moves the needed natural face before success faces are counted.
Curve Pool distribution
The calculator builds the full probability curve, then sums the selected result band.
Reference Tables
Single-die target bands before modifiers
DieTargetSuccess facesSingle die odds
d64+4, 5, 650.00%
d65+5, 633.33%
d86+6, 7, 837.50%
d107+7, 8, 9, 1040.00%
d129+9 through 1233.33%
d2015+15 through 2030.00%
Pool-size reading guide
Dice countBest readVolatilityUseful output
1 dieSingle checkHighTarget chance
2 to 4 diceSmall poolMediumExact distribution
5 to 12 diceMain poolLowerAt-least threshold
13 to 30 diceMass rollSmoothedExpected successes
31+ diceLarge poolVery smoothedMost likely band
Reroll failures once
Base successBase failFail after rerollNew success
16.67%83.33%69.44%30.56%
33.33%66.67%44.44%55.56%
50.00%50.00%25.00%75.00%
60.00%40.00%16.00%84.00%
75.00%25.00%6.25%93.75%
Critical face handling
Critical setupCounts whenDistribution effectBreakdown note
Face 0NeverNo critical branchCritical disabled
Highest faceFace plus modifier reaches targetOptional 2-success branchCommon pool shortcut
Low targetCritical face is within success facesCrit chance remains one faceNormal if no bonus
Too-low faceFace misses the targetNo critical branchShown as inactive
Reroll activeFail then critical is possibleCritical chance increasesUses fail x crit
💡Dice Calculation Tips
Reroll audit: A failure reroll is not the same as adding more dice. It preserves the original pool size but reduces each die's final fail chance.
Critical audit: If a critical face adds an extra success, the maximum success total can exceed the number of dice rolled.

There’s a certain sort of frustration that comes from attempting to assess the risk of an action at the table while your brain resists calculating the probability on the fly. Okay, sure, you’ve got eight dice, you’re looking for three successes, but how safe does that sound? Human intuition fails us when it comes to understanding how modifiers stack and cumulative odds, and our gut is almost always incorrect.

The calculator up top does all of the dirty work so that we can concentrate on drama instead of worrying about distribution curve. Input your target number, success threshold, and die type and get a clear-cut read as to whether or not you should roll or run.

How to Calculate Your Dice Odds

I think most people just assume that a pool roll follow the same logic as a single die check, but they do not. They’re not equivalent: When you make a single d20 check, it’s binary (hit/miss). You can also roll a pool of six-sided dice where result is actualy on a spectrum, smoothing out more with larger pools.

The tool recognizes this and allows you to choose between exact success modes vs. These are at-least thresholds. Some games give an additional benefit for hitting even one extra thing while in others, once you have enough, that is all you get. Knowing what mode you’re using shifts your interpretation from “fifty percent” to “eighty percent.”

The most underrated aspect of modifiers are that they shift the entire curve without changing its shape. You may think that adding +2 to every die in a big pool will be negligible, but it effectively turns failures into successes across the board. That’s why the reference table on the page show how modifying targets and/or introducing rerolls increases your odds of base success.

Hitting the number isn’t as important then controlling for variance; keeping bad luck from derailing what would of been a good plan. A reroll rule, where you fail and then re-roll one time for each die, is one of single best tools of contemporary game design; it gathers the benefit of a lucky roll without jacking up highest score you might hit. Rather than simply halving the chance of hitting after a failure, if you do fail you get another shot at it. You square the chances instead. As any math student will tell you, that’s something that can boosts your chances by twenty percent or more based off the difficulty of your starting task. It is a little thing, but it is very important if you’re pushing this character to the max and don’t want to break anything in doing so.

The other problem here is that critical faces can add bonus successes to calculation. If a given die roll result is counted as two successes rather than one, then the highest possible outcome from any die roll will exceeds the amount of dice you hold. That shifts the distribution curve so that it has heavier tails; there’s an increased likelihood of extremely good or bad results compared to what we’d expect from a traditional system.

The calculator accounts for this by computing the probability of rolling at least one critical face and tweaking its estimate of how many successes you’ll recieve as a result. It lets you evaluate if taking on that additional risk for a potential reward is worthwhile for your character’s build.

The other thing to remember is that expected value becomes a solid predictor if you have a large pool. Small ones aren’t so stable. There’s a chance to go from all zeroes one roll to all maxes the next; it’s volatile. If you know that then you’ll have an idea about whether you should of be buying better dice or just more dice for your character concept. Not everything is within your control, but you can adjust what you do to reduce effect of variance when it matters most.

In the end it’s a numbers game that makes gambling more strategic. No longer do you wonder if you’re unlucky; now you know when the odds were simply against you. With the numbers at your fingertips you can make a decision without second guessing yourself. That’s why good design should feel this way, whether you’re planning an elaborate heist or aiming for something as straightforward as a bullseye.

Target Number Dice Calculator

Leave a Comment