A worn wooden tavern tabletop with a single brass candlestick and warm-flamed candle centered behind an open hand-painted parchment scroll, the parchment laid flat and showing three small ink-painted distribution curves — a triangular ramp, a rounded bell, and a skewed exponential — flanked by a pair of forest-green polyhedral dice on each side. The math object itself, captured on parchment with dice as illustration. Same painted-tavern grammar as every concept pillar, here as the unifying hub for all 22 deep-dives.

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

  • What's a probability distribution?

    From 1d6 (flat) to 2d6 (a tent) to 3d6 (smoother still). Sample space, PMF, support, and the convolution that takes you from one to the next.

  • Expected value, in dice

    The weighted average. Linearity of expectation — E[X + Y] = E[X] + E[Y], always — and the (M+1)/2 shortcut for fair 1dM dice.

  • Variance and standard deviation

    How spread-out a distribution is. The (M² − 1)/12 closed form for fair dice, and additivity of variance under independence.

  • Independence, sums, and convolutions

    What independence means, why summing dice is convolving PMFs, when the closed-form mean and variance shortcuts apply, and when they don't.

  • When you can use a normal approximation

    The central limit theorem on dice — visible in 1d6 → 2d6 → 4d6 → 8d6 — and four situations where the bell curve quietly lies.

Counterintuitive results

  • Variance and kill probability

    Why 2d6+5 beats 3d4+4 against an 11 HP target — even with nearly identical means. The single most counterintuitive thing in dice math.

  • When crit chance beats base damage

    Two builds with identical expected DPR can have very different per-target kill rates. Where +1 damage wins and where +5% crit chance wins.

  • Reliable vs nuke builds

    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.

  • Advantage and disadvantage

    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.

  • Exploding dice and fat tails

    Why 1d6! is more than 1d6 + 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

    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.

  • Split damage and resistance

    A flaming sword's 1d8 slash + 1d4 fire beats a 1d12 slash against a slash-resistant target — same dice budget, hedged across types. Per-component resistance math, worked out for D&D, BG3, and ARPGs.

Tactical questions

  • Great Weapon Master break-even

    When does -5/+10 stop 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

    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.

  • Great Weapon Fighting vs raw rerolls

    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.

  • Elven Accuracy

    What does 3d20kh1 actually look like? Closed-form hit-chance curve, exact mean of 1239/80 ≈ 15.49, and the rule of thumb for whether to take it over the +2 ASI.

  • Finishing Strahd

    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.

  • Magic Missile vs Scorching Ray

    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.

  • Save-for-half math (Fireball)

    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.

  • Divine Smite math (slot economy)

    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.

  • Great Weapon Master on kill (cascade math)

    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.

  • XCOM 2 outcome model (hit / crit / graze / miss)

    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/.

  • Dragon Age stunt economy (success-AND-doubles correlation)

    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] is 217/48 ≈ 4.52, well above the uniform stunt-die mean of 3.5.

  • Call of Cthulhu success bands (the d100 has six outcomes)

    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 2/100 at S=49 to 5/100 at 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)

    Bonus / penalty die isn't kh1 / kl1 on 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

    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.

Want one of these for a specific scenario or game? Open / for the comparison tool and edit the expressions directly — engine computes the same exact rationals these articles cite.