Chapter II · The Dice Decide

Roll. Hit. Survive.

A faithful tabletop heart beats beneath every encounter. Every hit, every spell, every wound is a roll you can see, understand, and feel.

The Core Mechanic

The d20 Is God.

20
Last Roll CRITICAL
▸ Click to roll

Every action in Dicebound resolves against a target number. Hit rolls use a d20. Damage rolls use the weapon's dice. The system is transparent — you can always see the math.

Natural 20Critical hit. Double damage dice. The dungeon takes notice.
15 – 19Strike. Full damage. You hit what you aimed at.
8 – 14Glancing blow. Half damage, minus target's mitigation.
2 – 7Miss. No damage. The enemy may riposte.
Natural 1Fumble. You drop your weapon, lose a turn, or worse.
Formula: 1d20 + ATK bonus ≥ Target AC or MR
Six Systems, One Dungeon

How the Dice Run the World

Every layer of the combat system resolves through a roll. Here is what you're rolling for.
d20

Roll to Hit

Strike with steel or sorcery. 1d20 + bonus against the foe's AC. A natural 20 is a critical — and the dungeon takes notice. A natural 1 is a fumble — and the dungeon laughs.

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Roll for Damage

Each weapon carries its own dice — 2d6 for a longsword, 3d8 for a fireball, 1d4 for a thrown dagger. Modifiers stack with class, gear, and any curses currently riding your soul.

Armor & Resistance

Plate turns aside the blade. Wards turn aside the flame. Two layers — AC for the body, MR for the soul — and only the right tool gets through. Know what you're fighting before you swing.

Initiative Order

Each encounter begins with a roll. The die determines who acts first — heroes and enemies alike. Higher is faster. Ties go to the player. Position matters as much as power.

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Conditions & Curses

Some attacks impose conditions — Bleed, Marked, Hexed, Slowed. These stack and interact. A Hexed foe takes bonus magic damage. A Bleeding foe loses HP on their turn. Know the rules of the dungeon.

The Last Roll

When you fall, the dungeon offers one final wager. Roll to rise, or roll to rest. Permadeath is not a punishment — it is a consequence with witnesses. Their stat block remains in the ledger.

Six Classes

Pick Your Roll

Each class plays differently at the table. Each has its own dice, its own rhythm.

Witch

D6 · Backline

Hexes, frost, cursework. The witch controls the battlefield from the rear, stacking curses that amplify damage and debilitate foes.

Primary · Magic AttackSecondary · CurseRange · Far

Ranger

D8 · Flexible

Bow, snare, the long stalk. The ranger excels at range and can reposition freely. Snare traps persist between turns.

Primary · Range AttackSecondary · TrackingRange · Any

Sorcerer

D6 · Backline

Wild magic, wilder cost. Every spell triggers a surge check. High surges amplify the effect — sometimes catastrophically.

Primary · Wild MagicSecondary · SurgeRange · Far

Paladin

D10 · Frontline

Oath. Shield. Judgment. The paladin anchors the front rank, absorbs blows meant for allies, and delivers divine strikes.

Primary · Melee AttackSecondary · OathRange · Close

Priest

D8 · Support

Mend. Mercy. Quiet rage. The priest heals, buffs, and removes conditions. Faith stacks — and at 5, the channel returns.

Primary · HealingSecondary · FaithRange · Mid

Warrior

D10 · Frontline

Steel and the willingness to use it. The warrior hits the hardest in melee, withstands punishment, and controls positioning.

Primary · Melee AttackSecondary · SteelRange · Close
The Encounters

What Waits Bellow

Four types of encounter. Each plays by slightly different rules.

Standard

One roll to hit, one roll for damage. The bread-and-butter of every descent. Fast, readable, lethal at scale.

Boss

Multi-phase encounters with unique mechanics. A boss has a pattern — learn it before the third floor or you will not see the fourth.

Ambush

Enemies act first. No initiative roll. The dungeon's way of reminding you it is paying attention.

Puzzle

Dice are still the arbiter, but the solution requires reading the room. Wrong answers cost resources, not HP. Usually.

Ready?

The dungeon is waiting.

Six classes. Four tiers. One descent. The first roll is yours.