NOWHERE LAND

DROP System: Probability Analysis

Interactive Probability Calculator

Adjust the sliders below to see how different combinations of dice pool, skill bonus, and target number affect your success chances. The kept dice slider demonstrates the Keep strategy.

Interactive Probability Calculator

Results

Any Success15.1%
Critical Success0.46%
Great Success (TN+8+)0.7%
Bonus Success (TN+4-7)3.5%
Normal Success (TN-3)10.5%
Partial Success20.8%
Failure63.7%
Critical Failure0.46%

Dice Pool Statistics

Understanding the statistical properties of different dice pool sizes helps you make informed decisions about character builds and Imagination Point spending.

PoolAverageMinMax (no exp)Max (with exp)Std Dev
1d64.21612±1.7
2d68.321224±2.4
3d612.531836±3
4d616.742448±3.4
5d620.953060±3.8
6d62563672±4.2
7d629.274284±4.5
8d633.484896±4.8

Success Rates by Pool Size

This chart shows how success probability changes with dice pool size. The example uses an Unskilled (+0) character against a Standard difficulty (TN 18).

Key Insight: Pool Size Matters

Moving from 2d6 to 4d6 can double your success rate. Prioritize building dice pools through attributes and help.

Key Insight: Great Success Rarity

Great Success (+8 or more) requires larger pools or high skill. With 3d6+0 vs TN 18, Great Success is only about 15%.

Outcome Tier Distribution

This pie chart shows the probability distribution across all outcome tiers for a typical roll: 4d6 pool, Intermediate skill (+3), vs Standard difficulty (TN 18).

Critical Results

Critical Success (all 6s) and Critical Failure (all 1s) are rare but dramatic. With 4d6, each has only ~0.08% chance.

Partial Success Zone

The Partial Success band (-1 to -4 margin) creates interesting narrative moments - you achieve your goal but with complications.

Skill Tier Impact

This chart shows how skill tier affects success probability with a fixed pool size (4d6) and Standard difficulty (TN 18).

Danger Zone

Incapable (-5) and Deficient (-3) skills make standard tests very difficult. Avoid these situations or find ways to add dice.

Competent Zone

Novice (+1) to Intermediate (+3) represents everyday competence. You'll succeed at standard tasks more often than not.

Mastery Zone

Expert (+7) and Master (+10) skills make even hard tasks manageable. Focus on maximizing one or two key skills.

Imagination Point Impact

Imagination Points (IP) allow you to boost rolls. Here's how different IP expenditures affect a 3d6 pool with +0 skill vs TN 18:

OptionEffectBase %New %ChangeBest For
1 IP: +1 dieAdd 1d6 to pool15.1%38.5%+23.3%Low attribute characters
1 IP: Upgrade died6 → d8 (~+1 avg)15.1%19.8%+4.6%High success tiers
2 IP: Help w/o action+1 die to ally, keep turn15.1%38.5%+23.3%Critical ally rolls

Pro Tip: Helping Without Action

Spending 2 IP to help an ally without using your action is expensive but preserves your own turn. Use it when an ally's success is critical and you also need to act.

Keep Strategy Analysis

In DROP, you can choose to 'keep' dice at a fixed value of 4 instead of rolling them. This reduces variance but caps potential. Use the interactive calculator above to explore different keep strategies.

When to Keep

  • You're close to the target and need consistency
  • You have a large pool and just need to hit the TN
  • Failure would be catastrophic

When to Roll All

  • You need a Great Success for the bonus effects
  • You're significantly below the TN and need explosions
  • Partial success is acceptable

Reach & Push Risk Analysis

The Reach and Push mechanics let you attempt actions beyond your normal capability at increasing risk.

Reach

Add +1d6 but upgrade Failure to Critical Failure if you fail.

Worth it when you would fail anyway

Risky if you're borderline

Push (After Failure)

Reroll failed test, but Failure becomes Critical Failure and Critical Failure causes character death.

Last resort for critical situations

Never push casually

⚠️ DROP System v2 Probability Updates

The following sections cover probability analysis for new v2 mechanics.

Zero Dice Probability Analysis

Characters with 0 in an attribute face critical decisions. Here's how the two Zero Dice options compare:

OptionExpected ValueSuccess vs TN 12Risk
2d6 Take Lowest~2.530%Safe (no State)
Reach for State~4.17 (with explosion)0%Guaranteed State

When to Take Lowest

Use when you can't afford a State, or when the TN is so high that even the Reach die won't help. Safe failure is better than dangerous failure.

When to Reach for State

Use when you desperately need success and have no other options. The State is guaranteed, but the extra ~1.6 average value could make the difference.

Sets: Probability by Pool Size

The probability of rolling matching dice (Sets) increases significantly with pool size. Here's how likely you are to roll at least doubles:

PoolAny DoublesAny TriplesExpected Bonus
2d616.7%-+0.17 dice
3d644.4%2.8%+0.50 dice
4d672.2%9.7%+0.82 dice
5d690.7%19.4%+1.11 dice
6d698.5%31.9%+1.38 dice

Reach/Push Exclusivity: Strategic Analysis

In v2, once you Push you can no longer Reach until you rest. This creates a critical decision point that affects all future rolls in the session.

Reach-First Strategy

  • ✓ Reach early when stakes are lower
  • ✓ Build up Reach debt you can recover via Sets
  • ✓ Save Push for critical moment
  • ⚠️ Risk: accumulating Wound risk from 1s

Conservative Strategy

  • ✓ Avoid both until necessary
  • ✓ Use Sets to build dice organically
  • ✓ Push only as last resort
  • ⚠️ Risk: may fail winnable rolls

Single Explosion: Updated Probabilities

In v2, explosions are limited to once per die (no chains). This changes expected values:

Mechanicv1 Expectedv2 ExpectedChange
Single d64.204.17-0.03
Max single die∞ (theoretical)12Bounded
Explosion 1 = Fail?YesNoSafer

v2 Explosion Benefits

Rolling a 1 on an explosion die has no negative effects in v2. This makes explosions purely beneficial—there's never a downside to a die exploding.

Strategic Takeaways

For Players

  • Build dice pools through attribute investment and teamwork (Help action adds +1d6)
  • Specialize skills to Intermediate (+3) or higher for reliable success
  • Save Imagination Points for critical rolls; don't spend on routine tests
  • Use the Keep strategy when consistency matters more than upside

For Tricksters (GMs)

  • Standard TN 18 vs 3d6+3 yields ~65% success - tune difficulty accordingly
  • Use graduated difficulty (Easy/Standard/Hard) to create meaningful choices
  • Embrace Partial Success as a narrative tool, not a failure
  • Remember that State penalties create natural pressure without death spirals