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Dice mechanics

Dice pool basics in Draw Steel

Rolling multiple dice and counting successes.

Explanation

Draw Steel resolves actions with power rolls: 2d10 plus a characteristic, read against outcome tiers rather than pass/fail, tier 1 (11 or less), tier 2 (12-16), and tier 3 (17+). Even low tiers usually do something; higher tiers do it better.

At the table (quick loop)
  • Roll 2d10 and add the relevant characteristic (plus edges/banes adjusting the roll).
  • Find your tier: ≤11 is tier 1, 12-16 is tier 2, 17+ is tier 3.
  • Apply the tiered outcome from the ability, heroes rarely whiff outright; the tier sets how well it lands.
Example: 2d10 + Might 2 totalling 15 lands tier 2: the attack hits with its middle effect line.
Examples
Example: build the pool

Pick the two traits that match your approach (often Attribute + Skill), roll that many d10s, then count successes.

Example: raise/lower difficulty

Instead of stacking small modifiers, change the difficulty (required successes) so the decision is readable.

Common mistakes (smallest fix)
  • Mistake: Rolling without a clear pool. Fix: Say the approach, then pick the two traits that define the pool.
  • Mistake: Counting successes inconsistently. Fix: Keep one quick reference open (cheat sheet) during play.
Roll resolution cheat sheet

Draw Steel FAQ

How do Power Rolls work in Draw Steel?
What are edges and banes in Draw Steel?
What are the classes in Draw Steel?
How does culture work in Draw Steel?

Keep play fast

Use quick references, then jump back into the scene.