Dice Feelings: Why d20 Drama Hits Different Than 2d6
Explore the psychology and mathematics behind different dice mechanics. Why does a d20 feel so swingy? Why does 2d6 feel more reliable? And what does it mean for your game?
Dice Feelings: Why d20 Drama Hits Different Than 2d6
If you’ve played both D&D 5e (d20 system) and Powered by the Apocalypse games (2d6), you’ve felt it: dice have personalities.
A d20 is a wild friend who shows up at your door at 2 AM with either concert tickets or a police scanner. A 2d6 is your reliable coworker who brings coffee and occasionally surprises you with excellent lunch recommendations.
But why? What makes one die feel chaotic and another feel steady? And more importantly: what does that do to your game?
The Math That Makes You Feel
Let’s start with the numbers, then we’ll talk about what they mean for your heart rate.
The d20: Flat and Chaotic
When you roll a single d20:
- Every outcome (1-20) has exactly 5% probability
- Rolling a 1 is just as likely as rolling a 20
- Rolling a 12 is just as likely as rolling a 3
This is called a uniform distribution. Picture a perfectly level plateau: every number sits at the same height, equally possible.
Want to see it in action? Try rolling a d20 on dnddiceroller.com twenty times. Notice how unpredictable each result feels.
What this feels like:
- Anything can happen on any roll
- Natural 20s come out of nowhere
- Critical failures ruin perfect plans
- No roll feels “safe”
- Massive tension on every important check
2d6: The Bell Curve of Reliability
When you roll 2d6 and add them:
- You can get results from 2-12
- But 7 appears 16.7% of the time (most common)
- 2 or 12 each appear only 2.8% of the time
- Results cluster around 6-8 (~44% combined)
This is a normal distribution (bell curve). Picture a hill: most results pile up in the middle, with rare extremes.
Test the difference yourself: Roll 2d6 on dnddiceroller.com twenty times. Notice how 6, 7, and 8 keep appearing.
What this feels like:
- Most rolls are “pretty okay”
- Extremes are rare and memorable
- You can expect certain outcomes
- Modifiers matter more
- Competent characters feel competent
Why Your Brain Treats Them Differently
Here’s where it gets interesting: humans are terrible at understanding probability, but excellent at feeling it.
The d20: Hope and Despair
Because every number has equal weight, the d20 creates a psychological cocktail:
Hope: “I might roll a 20!”
Every roll carries the same chance of perfection. That +2 modifier doesn’t feel like much when you could just… roll better.
Despair: “I might roll a 1!”
Even with +10 to your roll, there’s always that 5% chance you faceplant. Your barbarian with 20 Strength can still fail to open a stuck door.
This is why d20 systems feel dramatic and swingy. Your character’s skill matters, but luck matters just as much.
2d6: Earned Competence
Because results cluster in the middle, 2d6 creates different feelings:
Reliability: “I’ll probably roll 6-8”
You can predict roughly what you’ll get. Planning feels possible. Preparation pays off.
Modifier Impact: “My +2 matters!”
On a d20, going from +3 to +5 is a 10% improvement. On 2d6, going from +1 to +3 can shift you from “often fails” to “usually succeeds” against the same difficulty.
This is why 2d6 systems feel grounded and skill-focused. Your character’s expertise is reliable, and extraordinary results (2, 12) feel earned or catastrophic.
What This Means For Your Game
Different dice create different experiences. Neither is “better”—they’re tools for different feelings.
d20 is Best For:
Epic, Unpredictable Adventure
- Unlikely heroes defeating impossible odds
- “How did we survive that?” moments
- Every battle could go either way
- Comeback victories from terrible situations
Tactical Depth Through Advantage
- Advantage/disadvantage dramatically shifts odds
- Positioning and buffs create meaningful swings
- Control and support feel impactful
Character Growth Over Mastery
- Higher modifiers feel good (+5 to +10 as you level)
- But you never feel perfectly safe
- Keeps tension high even at max level
2d6 is Best For:
Grounded, Character-Driven Stories
- Competent characters doing dangerous work
- Professional adventurers who know their craft
- Desperate people making hard choices
- Stories where the complications are the point
Meaningful Choices Over Lucky Breaks
- Moves and modifiers matter more than dice
- Preparation and positioning reward smart play
- Rare extremes feel like story moments
Partial Success Mechanics
- The 7-9 range (“yes, but…”) happens constantly
- Creates rich complications without failure
- DM has tools to keep story moving forward
The Hidden Third Option: Dice Pools
Worth mentioning: some games use dice pools (roll multiple dice, count successes).
Examples: Shadowrun (d6 pools), World of Darkness (d10 pools), Blades in the Dark (d6 pools, take highest).
Dice pools feel:
- More dramatic than 2d6 (multiple rolls = more chances)
- More reliable than d20 (averages smooth out)
- Scaling (more dice = more successes)
- Like juggling fortune-telling bones (in a good way)
Hacking Your Game’s Emotional Tone
You can adjust how dice feel without changing systems:
Making d20 Feel More Reliable:
-
Bounded Accuracy (5e does this)
- Keep modifiers reasonable (+1 to +5)
- Keep DCs in a narrow range (10-20)
- This makes skill matter without removing uncertainty
-
Inspiration and Advantage
- Give these out frequently
- Let players shift their odds without changing dice
-
Heroic Threshold
- House rule: Natural 1s still succeed if total ≥ DC
- Removes “skilled character fails trivial task” feel
Making 2d6 Feel More Dramatic:
-
Expand the Range
- Add conditions that give +1d6 or -1d6
- Creates occasional 3d6 or 1d6 rolls
- Shifts the curve dramatically
-
Leverage Mixed Results
- Make 7-9 results interesting, not punishing
- “Success with complication” > “partial failure”
- Keeps momentum even on middling rolls
-
Make 6- Narrative, Not Mechanical
- Don’t just “fail”—change the situation
- Advance threats, reveal new information
- The story moves forward, just not as planned
What Dice Say About Your Table
Your dice choice is a social contract about what the game is about:
d20 says: “We’re here for the chaos. Bring on the unlikely.”
2d6 says: “We’re here for the choices. Make them matter.”
Dice pools say: “We’re here for the process. Rolling is fun.”
All of them say: “We’re here together, and the randomness is part of the pact.”
The Emotional Truth
Here’s what really matters: dice are permission slips.
- They let you fail without it being your fault
- They let you succeed beyond your expectations
- They take the burden of “choosing the outcome” off the DM
- They make the story feel discovered rather than decided
Whether you’re rolling a d20, 2d6, or a fistful of d6es, you’re participating in a shared ritual of uncertainty. You’re agreeing, as a table, to be surprised.
And isn’t that why we play?
Did You Know? The History of Dice Psychology
The d20 wasn’t always king. Early D&D (1974-1977) used 3d6 for ability scores and checks. More reliable, less swingy. But in 1977, the d20 took over for attacks and saves.
Why the switch? Gary Gygax wanted drama. He’d seen how 3d6 made outcomes predictable. The d20’s flat probability meant:
- Peasants could kill kings (natural 20)
- Heroes could stumble (natural 1)
- Every roll felt like it mattered
This design choice shaped 40+ years of D&D culture. When you roll that d20, you’re participating in a legacy of intentional chaos.
Meanwhile, in other systems:
- Powered by the Apocalypse (2010) chose 2d6 to emphasize competence and complications
- FATE (2003) uses 4dF (Fudge dice) for minimal swing around a baseline
- Shadowrun uses dice pools (roll 10+ d6s) for granular success-counting
Each system’s dice choice reveals its design philosophy. What story does YOUR game want to tell?
The Probability Quick Reference
Print this. Keep it behind your screen.
d20 Success Rates (by modifier vs DC)
| Your Bonus | vs DC 10 | vs DC 15 | vs DC 20 |
|---|---|---|---|
| +0 | 55% | 30% | 5% |
| +3 | 70% | 45% | 20% |
| +5 | 80% | 55% | 30% |
| +8 | 95% | 70% | 45% |
| +10 | 100% | 80% | 55% |
2d6 Success Rates (by modifier vs target)
| Your Bonus | Hit 7+ | Hit 10+ |
|---|---|---|
| +0 | 58% | 17% |
| +1 | 72% | 28% |
| +2 | 83% | 42% |
| +3 | 92% | 58% |
Why this matters:
- On d20: +5 bonus = 25% better chance vs DC 15
- On 2d6: +2 bonus = 41% better chance vs 10+
Modifiers matter WAY more on 2d6.
Take This to Your Table
Next session, pay attention to how different dice make you feel:
- Notice the tension before a d20 hits the table
- Notice the relief when 2d6 gives you a 9
- Notice how you narrate a natural 20 vs. a high roll with bonuses
Your dice aren’t just math. They’re the heartbeat of your game.
Want to experiment with different dice probabilities? Try dnddiceroller.com for instant rolls, or our 3D Dice Roller with realistic physics. Roll hundreds of times to see the probability distributions in action. For deeper math, check out AnyDice for probability calculations.
Game master, storyteller, and dice enthusiast. Believes every table deserves to feel like home and every player deserves their moment to shine.
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