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?
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
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
How spread-out a distribution is. The
(M² − 1)/12closed 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.
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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
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
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
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
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
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
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
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
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
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
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
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
What does
3d20kh1actually look like? Closed-form hit-chance curve, exact mean of1981/120 ≈ 16.51, 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.
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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.