Concepts
Damage math for D&D, Baldur's Gate 3, Pathfinder, Diablo, Path of Exile, and anywhere else dice or weighted-RNG hits land — with a ground-up fundamentals track for readers who want the underlying probability machinery first. Each pillar explains one counterintuitive statistical fact most build guides skip and shows you the worked-out distributions, computed by an exact-rational engine you can drive yourself from the comparison tool.
Fundamentals
Probability distributions, expected value, variance, independence, and the normal approximation — explained on dice, in order. Start here if you want the language and the closed forms before the counterintuitive results.
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What's a probability distribution?
Updated
From
1d6(flat) to2d6(a tent) to3d6(smoother still). Sample space, PMF, support, and the convolution that takes you from one to the next. -
Expected value, in dice
Updated
The weighted average. Linearity of expectation —
E[X + Y] = E[X] + E[Y], always — and the(M+1)/2shortcut for fair1dMdice. -
Variance and standard deviation
Updated
How spread-out a distribution is. The
(M² − 1)/12closed form for fair dice, and additivity of variance under independence. -
Independence, sums, and convolutions
Updated
What independence means, why summing dice is convolving PMFs, when the closed-form mean and variance shortcuts apply, and when they don't.
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When you can use a normal approximation
Updated
The central limit theorem on dice — visible in
1d6 → 2d6 → 4d6 → 8d6— and four situations where the bell curve quietly lies.
Counterintuitive results
Each page below is one statistical fact that surprises most players the first time they see the worked-out probabilities. Every pillar links back to the relevant fundamentals as prerequisites.
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Variance and kill probability
Updated
Why
2d6+5beats3d4+4against an 11 HP target — even with nearly identical means. The single most counterintuitive thing in dice math. -
When crit chance beats base damage
Updated
Two builds with identical expected DPR can have very different per-target kill rates. Where +1 damage wins and where +5% crit chance wins.
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Reliable vs nuke builds
Updated
Multi-hit cleave vs single-big-swing. Same mean, opposite shapes. Which kills the target in fewer rounds depends on which side of the threshold you're on.
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Advantage and disadvantage
Updated
Advantage isn't '+5 to hit on average.' It's a curve, peaking at AC ≈ to-hit + 11, falling to roughly +1 at the extremes. Worked out per-AC.
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Exploding dice and fat tails
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Why
1d6!is more than1d6 + 0.7. The mean barely moves; the variance and the long right tail do all the work that makes the mechanic feel different at the table. -
Expected strikes to kill
Updated
When HP grows past your single-strike maximum, the variance lesson flips: mean wins linearly and variance becomes a small constant correction. The elementary renewal theorem, applied to D&D.
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Split damage and resistance
Updated
A flaming sword's
1d8 slash + 1d4 firebeats a1d12 slashagainst a slash-resistant target — same dice budget, hedged across types. Per-component resistance math, worked out for D&D, BG3, and ARPGs.
Tactical questions
Specific verbatim questions players ask at the table. Each is built on the fundamentals above and applies one of the counterintuitive results to a particular feat, weapon, or encounter. Closed-form answers, no Monte Carlo.
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Great Weapon Master break-even
Updated
When does
-5/+10stop being worth it? Closed-form rule: break-even AC ≈ attack-bonus + 8 for Greataxe-class weapons. Worked tables for D&D 2024. -
Sharpshooter break-even
Updated
The ranged twin of GWM. Break-even AC ≈ attack-bonus + 7 for Longbow-class weapons. Plus the Crossbow Expert + Sharpshooter stack and the long-range disadvantage clause.
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Great Weapon Fighting vs raw rerolls
Updated
The reroll-on-1-or-2 buys ~0.5–0.7 mean damage on common weapons — and reduces variance, which has knock-on effects on kill probability that the build guides skip.
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Elven Accuracy
Updated
What does
3d20kh1actually look like? Closed-form hit-chance curve, exact mean of1239/80 ≈ 15.49, and the rule of thumb for whether to take it over the +2 ASI. -
Finishing Strahd
Updated
The Curse of Strahd boss fight worked out. 144 HP vs typical level-10 party DPR. Why high-variance builds matter less here than at the table they feel.
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Magic Missile vs Scorching Ray
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When does auto-hit beat higher mean? Break-even AC ≈ 16 with +5 spell-attack mod. Plus the variance + resistance angles that keep MM winning more often than expected.
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Save-for-half math (Fireball)
Updated
Fireball halves the total damage on save, not each die. DC matters more than slot level — and 3+ targets is where AOE wins back the slot cost. Save-or-suck contrast for the binary cases.
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Divine Smite math (slot economy)
Updated
Smite always adds expected damage on a hit; the real choice is which hits get the slot. Smite-only-on-crit delivers exactly 1.875× more damage per slot than smite-first-hit — a constant that holds across slot levels and base-damage profiles.
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Great Weapon Master on kill (cascade math)
Updated
Companion to the GWM break-even pillar. The kill-trigger half of GWM's bonus action — invisible against bosses (+0.16 DPR), dominant against minion queues (+15-40 DPR depending on shape, 28× the boss-fight number for PAM/GWM L5 vs four 12-HP minions). The cascade is a bounded Markov chain.
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XCOM 2 outcome model (hit / crit / graze / miss)
Updated
The four-way per-shot outcome split with exact rationals. Why graze is the underweighted half (a 65% hit / 15% graze shot deals damage 80% of the time, not 65%), how P(crit) is conditional on hit, and what differs from D&D's d20 attack model. Companion to /games/xcom/.
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Dragon Age stunt economy (success-AND-doubles correlation)
Updated
AGE-system stunts fire on success AND any-pair-matches. The product-law estimate
P(stunt) = P(success) · P(doubles)is exactly right at TN=11 with no modifiers — a coincidence of 3d6's mirror symmetry — and wrong everywhere else. E[SP | stunt] is217/48 ≈ 4.52, well above the uniform stunt-die mean of 3.5. -
Call of Cthulhu success bands (the d100 has six outcomes)
Updated
BRP percentile checks split a single d100 into six bands — critical, extreme, hard, regular, fail, fumble — with closed-form ratios that hold across every canonical CoC skill. Headline counterintuitive result: fumble probability jumps from
2/100at S=49 to5/100at S=50, the only spot where investing in a skill makes catastrophic failure more likely. -
Call of Cthulhu bonus / penalty die (shared-units order statistic)
Updated
Bonus / penalty die isn't
kh1/kl1on a d100 — only the tens digit gets the order statistic. The advantage curve peaks sharply at skill 50 (a 25-point swing in P(regular)) and tapers to 9 points at S=10 or S=90. Bonus dice favour mid-skill characters; specialists past S=80 get less leverage. -
Call of Cthulhu sanity as gambler's ruin
Published
Sanity is mathematically just HP with per-encounter damage and slow trickle healing. The same engine call that says "this monster will kill you in N strikes" says "this campaign will break your investigator in M sessions". Cure ratio decides whether the chain converges; variance shapes the survivors curve.