Dice Templates
Where to find it
You can find Dice Templates in the sidebar, under Dynamic Components. The list shows every Dice Template in the book: its name, which die it uses, its success threshold, and whether it's valid. Click Add Dice Template to create one, or click a card to open and edit it.
The modals
The editor has a strip of tabs across the top: the template logic (what counts as a win or a loss), the display options, the modifiers, and the results that run for each outcome. If something inside a tab is invalid, the tab shows a warning so you know where to look.
The template
- Template name: the label you see in the list and the name you pick when you wire a Trigger to this roll. Required, unique per book, up to 70 characters. A descriptive name like Sneak past the watchman still makes sense in six months.
- Description: your own notes on what the roll is for. Nobody else sees it. Free-form text. The field only appears when Applies Results is on.
- Dice Type: d4, d6, d8, d10, d12, d20, or d100. Use d20 for a single dramatic roll and d100 for a percent-style check. Defaults to d4.
Display options
- Dice Animation: when set to Visible, the reader watches the die roll across the screen. When Hidden, the result appears immediately. Use the animation for moments where the roll itself is part of the experience. Visible by default.
- Target number: when set to Visible, the reader sees the number they need ("≥ 5 to succeed") before the roll. When Hidden, it stays hidden until the result lands. Hiding it builds tension; showing it makes the stakes clear. Visible by default.
Modifiers
Stat-driven additions to the roll
A modifier shifts the roll in the reader's favour or against them: a strong character is more likely to break the door down. The modifier's value is added to (or subtracted from) the raw die before the outcome is resolved.
- Modifier Name: what the reader sees in the roll preview ("Sneak", "Strength", "Reputation").
- Value: a flat number, or a Calculation that derives the number from facts on the reader's character or other Glossary Items. Use a Calculation when the modifier should depend on what has happened in the story so far.
- Modifier: Add or Subtract. Sets whether the value raises or lowers the roll.
- Probability: the percent chance the modifier applies on a given roll. 100 (the default) means it always applies; a lower value means it sometimes does.
- Behavior type: optional. Switch it from Direct to Conditional and the modifier only applies when its conditions hold at the moment of the roll.
A template can hold up to 10 modifiers. The final number is the raw die plus every modifier that applied on that roll.
Outcome bands
Four bands the roll resolves to
After modifiers, the final number lands in one of four bands:
- Critical Success: the best outcome. Optional. Leave it Disabled if a normal success is enough, set it Enabled to give it its own threshold, or set Enabled on Conditions when hitting the number alone shouldn't be enough.
- Success: the character did what they meant to. Always present.
- Failure: they didn't. Always present.
- Critical Failure: the worst outcome. Same three states as Critical Success: leave it off, give it its own threshold, or gate it on conditions.
Each threshold is an operator and a value: "equal to 1", "larger than or equal to 5", and so on. The value field adapts to the die you picked: it accepts 1 up to the die's maximum.
Per-outcome results
What runs for each band
The Results tab sets how the story responds to the roll. Each band has its own list of results that run when the roll lands there, plus one Dynamic Component. So a critical success can open a Decision Template that rewards the reader, and a critical failure can drop them straight into a Combat Template.
What each result can do for a band:
- Chapter: reveal a chapter the reader could not reach before, or a hidden section inside one.
- Glossary Item: change a fact, show or hide a character or place, adjust tags, or restore something to its default.
- Multi Select: apply one operation to every Glossary Item that matches a tag filter, for example "wound every guard in the room" on a critical attack.
Published templates are locked
Once a Dice Template is part of a published expansion, it locks: its card in the list shows a lock icon and no longer opens the editor. Hover the card and click Duplicate to get a copy with (Copy) appended to the name, and edit that. The original keeps working for readers of that expansion, exactly as they bought it.
Validation
A Dice Template becomes invalid when something inside it references a part of your book that has since been deleted. The validator checks every reference and marks the template invalid when one no longer resolves. It usually comes down to one of these:
- A modifier references a deleted Calculation, Glossary Item, or fact. Re-point the modifier or remove it.
- A critical success or critical failure set to Enabled on Conditions has a deleted reference in its condition list.
- A per-outcome result points at a deleted chapter, header, Glossary Item, fact, or tag.
- A per-outcome result is wired to a critical band you've since marked Disabled. The result row is orphaned: re-enable the band, or move the results to another band.
The list page marks invalid templates with a warning icon and sorts them to the top. The publish check refuses any book with an invalid Dice Template, so a broken modifier or an orphaned result row blocks the next expansion until you fix it.
Deleting a Dice Template that other components depend on (a decision item it's attached to, a Trigger result pointing at it) invalidates those components. The editor warns you when you delete, so you can back out or fix the references afterwards.