Guide to Awesome D&D

Rolling Dice, Telling Stories, Creating Legends

Some rolls are bookkeeping. Others make the whole table stand up. This guide is about the second kind: five rolls players live for, five rolls DMs can use to surprise themselves, and the real odds behind each one, so you know exactly how unlikely your legend was.

Rules come from the 2024 rules in the free System Reference Document 5.2.1 (SRD 5.2) unless marked otherwise [1]. Odds come from a short Python script and assume fair dice.

For Players: Five Fun Roll Scenarios

1. Massive Damage Spells (The "Boom!" Factor)

Few things beat scooping up a fistful of dice. Fireball is the classic: every creature in a 20-foot-radius sphere makes a Dexterity save and takes 8d6 fire damage on a fail, half on a success [1].

Spell / feature Dice Average Source
Fireball (3rd-level slot) 8d6 28 SRD 5.2, Fireball
Rogue Sneak Attack (level 9–10) 5d6 extra 17.5 SRD 5.2, Rogue
Divine Smite (3rd-level slot) 4d8 radiant 18 (+1d8 vs Fiends and Undead) SRD 5.2, Divine Smite

What 8d6 actually does:

Fireball result Chance
24 to 32 (the middle) 64.2%
40 or more 0.74%
16 or less 0.74%
All sixes: 48 1 in 1,679,616

So the "big number" is usually 28-ish, and a 40 is a once-a-campaign story. One more thing players forget: Fireball can't crit. It uses a saving throw, not an attack roll, and only attack rolls score Critical Hits [1].

2. Critical Hits (The Natural 20 Celebration)

A natural 20 on an attack roll always hits and is a Critical Hit: roll the attack's damage dice twice, then add your modifier once. A dagger crit is 2d4 + modifier instead of 1d4 + modifier, and Sneak Attack dice double too [1, "Critical Hits"]. A level 10 rogue critting with a dagger rolls 2d4 + 10d6. That is where rogue legends come from.

How you roll Chance of a nat 20
Normal 5.0%
Advantage 9.8%
Disadvantage 0.3%

Advantage nearly doubles your crit chance, which is why rogues and paladins beg for it. Try both on the 3D table.

Pro tip: don't stop at numbers. A crit is a licence to describe: "the blade slices clean through the ogre's helmet."

3. Wild Magic Surges & Random Tables

Wild Magic is not in the SRD; it comes from the 2014 Player's Handbook [2]. After a Wild Magic sorcerer casts a spell of 1st level or higher, the DM can have them roll a d20. On a 1, they roll a d100 on the Wild Magic Surge table [2]. That is a 5% chance per spell, so a sorcerer who casts three levelled spells a fight surges about once every seven fights, if the DM asks every time.

Entries on that table include [2]:

  • You turn into a potted plant until the start of your next turn.
  • You cast Polymorph on yourself; fail the save and you are a sheep.
  • A unicorn controlled by the DM appears beside you.
  • Your hair falls out but grows back within 24 hours.
  • You cast Fireball centred on yourself.

Randomness keeps roleplay fresh because players adapt to outcomes they never would have chosen. The bald sorcerer with a grudge against the universe is a better character than the one who planned everything.

4. Death Saving Throws (The Edge of Oblivion)

At 0 Hit Points, the dice decide. Start each turn with a flat d20, no modifiers [1, "Death Saving Throws"]:

  • 10 or higher: a success. Below 10: a failure.
  • Three successes: you are Stable. Three failures: you die.
  • Natural 1: two failures. Natural 20: you regain 1 Hit Point and get up.
  • Taking damage at 0 HP: one failure (two if it is a crit).

Left alone, with no healing and no hits, here is how it ends:

Outcome Chance
Natural 20: back on your feet with 1 HP 18.1%
Three successes: Stable, still unconscious 41.4%
Three failures: dead 40.5%

That is roughly a 60/40 coin in your favour, and it takes 3.6 rolls on average. Plenty of time for the cleric to panic.

5. Ability Score Generation (The Dice as Character Builder)

The SRD 5.2 offers three methods: the Standard Array (15, 14, 13, 12, 10, 8), 27-point Point Buy, and Random Generation: roll four d6, keep the highest three, six times [1, "Generate Your Scores"]. Many tables add harsher variants for fun:

Method How it works Average score Chance of an 18 Chance of 8 or less
4d6 drop lowest (SRD) Six sets, assign freely 12.24 1.6% 10.5%
4d6 drop lowest, in order Assign as rolled 12.24 1.6% 10.5%
3d6 in order No choosing, no dropping 10.5 0.46% 25.9%

The Standard Array totals 72. Six 4d6-drop-lowest scores beat that 56% of the time, so rolling is a slight bet in your favour with a real chance of a worse character. 3d6 in order is the brave one: a quarter of your scores land at 8 or below.

Story payoff: odd stat lines make backstories. A fighter with 8 Strength and 17 Charisma is a scrawny noble who wins duels by talking the other person out of them. The 4d6 drop-lowest button on the 3D table does the arithmetic for you.

For Dungeon Masters: Five Fun Roll Scenarios

1. Random Encounter Generation

A roll on an encounter table spices up travel. A wandering merchant, a sudden storm or a travelling circus can appear out of nowhere, and the best results are the ones the DM didn't plan either. A "merchant" roll can snowball into a long-term ally, or a villain with excellent prices. Need a monster fast? Every SRD creature has a page with its dice ready to roll in the Monsters list.

2. Treasure & Loot Tables (Rolling for Rewards)

After a battle, let the dice decide what the party finds. Coins and gems, usually; sometimes a map to a lost tomb. Players know the DM didn't hand-pick the reward, so it feels like fate, and fate is how side quests start.

3. NPC Personality & Reactions

A secret d6 stops minor characters feeling flat:

d6 Mood How to play it
1–2 Grumpy Slams mugs down, short answers
3–4 Neutral Professional, but cautious
5–6 Friendly Chatty, eager to gossip

Add one quirk by roll (an accent, a nervous tic, a soft spot for puppies) and the guard captain becomes someone the players remember.

4. Wild Magic & Chaos Events

Seed the world with magic that misbehaves. A cursed staff with a 10% chance each day of doing something odd: roll a d10 each morning, and on a 1, roll on your own "weird effects" table. Illusory butterflies, reversed gravity, every ration turned to cheese. Over a ten-day journey that is a 65% chance of at least one incident, so it will almost certainly come up.

5. Reaction Rolls for Player Actions

Players will propose marriage to a princess, bribe a dragon or teach goblins chess. When nothing you prepared covers it, set a DC and let them roll. A Charisma (Persuasion) check against DC 15 is a 30% shot on a flat roll, better with a good bonus [1].

  • It keeps the DM's own preferences out of the result.
  • It rewards bold ideas with a real chance.
  • It makes the outcome feel earned rather than scripted.

The Bigger Picture: Why Dice Matter

Dice level the table: the wizard's player and the barbarian's player both hold the same d20. They turn plans into cliffhangers, and failures into stories the table retells for years. Our Book of Dice puts it in one line: "Dice inject uncertainty. Uncertainty creates stakes."

Quick Reference: Awesome D&D Rolls

Roll Who Dice The odds that matter
Fireball Players 8d6, Dex save for half Average 28; 40+ is 0.74%
Critical hit Players Nat 20, damage dice doubled 5%, or 9.8% with advantage
Wild Magic Surge (2014) Wild Magic sorcerers d20, then d100 on a 1 5% per levelled spell
Death saves Players at 0 HP Flat d20, 10+ succeeds 59.5% survive untreated
Ability scores Players 4d6 drop lowest ×6 Beats the Standard Array total 56% of the time
Random encounters DMs Your table As often as you roll
Treasure DMs Your table Fate decides
NPC mood DMs d6 One-third each mood
Chaos events DMs d10 daily, 1 triggers 65% over ten days
Reaction rolls DMs d20 + modifier vs DC DC 15 flat: 30%

New to the words? D&D dice terms, explained covers advantage, saves and the rest.

Table Talk

James: Best roll in this post: Fireball, all sixes. One in 1,679,616.

Tia: Worst odds in the post, and you picked it first. Why?

James: Because it's never happening, so I get to dream about it forever.

Tia: That's the pattern. We remember the rare roll and forget all the 28s.

James: I remember my nat 1s. I laugh at every single one.

Tia: Then you'd love 3d6 in order. A quarter of your scores land at 8 or below.

James: A scrawny noble with 17 Charisma? Sign me up.

Tia: My tip: death saves. Left alone, 40.5% of you die.

James: So the healer is the real legend.

Tia: Get your friend off the floor first. Then go chasing your 40-point Fireball.

References

  1. Wizards of the Coast. (2025). System Reference Document 5.2.1. CC-BY-4.0. Sections: "Critical Hits", "Death Saving Throws", "Generate Your Scores", "D20 Tests"; entries Fireball, Rogue (Sneak Attack table), Divine Smite. https://www.dndbeyond.com/srd
  2. Wizards of the Coast. (2014). Player's Handbook (5th edition). Sorcerer, Sorcerous Origin: Wild Magic, and the Wild Magic Surge table.

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