Concepts → Exploding dice and fat tails

Why exploding dice are more than "+0.7 to your average roll"

A 1d6 averages 3.5; an exploding 1d6 averages 4.2. The mean shift is modest. The shape change is enormous — and that shape is what makes the mechanic feel different at the table, not the +0.7 mean.

The mechanic, briefly

On a maximum-face roll, roll the die again and add. If the second roll also maxes, roll a third. And so on, in principle without bound. Notation: 1d6!, 1d8!, etc.

Real-world implementations: Savage Worlds (every die "aces" on max), Fudge / FATE (variant rules), exploding-crit homebrew variants of 5e where a nat-20 damage die rolls another. The diceplots engine truncates at depth 20 — the truncation error is ~6⁻²⁰ ≈ 3×10⁻¹⁶ for d6, well below floating-point noise.

The mean shift is small, but predictable

Closed form for the expected value of an exploding M-sided die:

E[dM!] = M(M+1) / (2(M−1))

Die Normal mean Exploding mean Increase
d42.510/3 ≈ 3.33+33%
d63.521/5 = 4.20+20%
d84.536/7 ≈ 5.14+14%
d105.555/9 ≈ 6.11+11%
d126.578/11 ≈ 7.09+9%
d2010.5210/19 ≈ 11.05+5%

Smaller dice get bigger relative boosts, because the chance of exploding (1/M) is larger. A d4 explodes 25% of the time; a d20 only 5%.

The shape change is huge

Side by side: a flat 1d6 has six equally-likely faces, mean 3.5, max 6. An exploding 1d6 has the same flat distribution from 1–5, zero probability at exactly 6 (you'd reroll), then a small bump at 7–11, a smaller bump at 13–17, an even smaller bump at 19–23, and so on out to absurdly high values (with vanishingly small probability).

Pick a die size and watch the flat distribution next to its exploding twin. Mean shifts modestly; the right tail does the heavy work.

1d6 mean 3.50; 1d6! mean 4.20 (+20.0%). Smaller dice get bigger relative boosts because they explode more often (1/6).

1d6
min 1 max 6 mean 3.50 7/2 ±1.71
  • 1 16.67%
  • 2 16.67%
  • 3 16.67%
  • 4 16.67%
  • 5 16.67%
  • 6 16.67%
1d6!
min 1 max 72 mean 4.20 21/5 ±3.26
  • 1 16.67%
  • 2 16.67%
  • 3 16.67%
  • 4 16.67%
  • 5 16.67%
  • 6 0.00%
  • 7 2.78%
  • 8 2.78%
  • 9 2.78%
  • 10 2.78%
  • 11 2.78%
  • 12 0.00%
  • 13 0.46%
  • 14 0.46%
  • 15 0.46%
  • 16 0.46%
  • 17 0.46%
  • 18 0.00%
  • 19 0.08%
  • 20 0.08%
  • 21 0.08%
  • 22 0.08%
  • 23 0.08%
  • 24 0.00%
  • 25 0.01%
  • 26 0.01%
  • 27 0.01%
  • 28 0.01%
  • 29 0.01%
  • 30 0.00%
  • 31 0.00%
  • 32 0.00%
  • 33 0.00%
  • 34 0.00%
  • 35 0.00%
  • 36 0.00%
  • 37 0.00%
  • 38 0.00%
  • 39 0.00%
  • 40 0.00%
  • 41 0.00%
  • 42 0.00%
  • 43 0.00%
  • 44 0.00%
  • 45 0.00%
  • 46 0.00%
  • 47 0.00%
  • 48 0.00%
  • 49 0.00%
  • 50 0.00%
  • 51 0.00%
  • 52 0.00%
  • 53 0.00%
  • 54 0.00%
  • 55 0.00%
  • 56 0.00%
  • 57 0.00%
  • 58 0.00%
  • 59 0.00%
  • 60 0.00%
  • 61 0.00%
  • 62 0.00%
  • 63 0.00%
  • 64 0.00%
  • 65 0.00%
  • 66 0.00%
  • 67 0.00%
  • 68 0.00%
  • 69 0.00%
  • 70 0.00%
  • 71 0.00%
  • 72 0.00%

That bumpy fat tail is the whole story. Probabilities at high values:

Outcome ≥ P(1d6) P(1d6!)
61/6 ≈ 16.7%1/6 ≈ 16.7%
70%1/6 ≈ 16.7%
100%3/36 ≈ 8.3%
130%1/36 ≈ 2.8%
200%~0.13%
300%~0.0021%

A flat d6 caps at 6. An exploding d6 has a real (if small) chance to hit 13, 20, 30, or higher. In any system where one swing can threshold a kill, that fat tail is where exploding dice earn their reputation.

Variance scales roughly cubically with M

For an exploding die with truncation depth → ∞:

Var(dM!) = M(M²−1)(M+2) / (12(M−1)²)

For d6 that's about 12.6 — over 4× the variance of a flat d6 (which is 35/12 ≈ 2.92). For d20, exploding variance is about 45 vs flat 33 — only 36% more. The "explodingness" of the mechanic shrinks as M grows, both in mean shift and in variance amplification.

The intuition for why d6! feels so swingy at the table is now purely a variance argument — the same thing that drives the variance-vs-mean crossover. Fat tails make exploding dice extra-good when the target HP sits well above your normal-roll maximum, and slightly bad when you'd one-shot it on a flat roll anyway.

Where this matters in practice

  • Savage Worlds — every Trait roll potentially aces. The system is built around the fat tail; "Wild Cards" additionally roll a parallel Wild Die that also aces, doubling down on the right-tail mass.
  • Homebrew exploding-crit 5e — house rule where a nat 20 on a damage die rolls again. Inflates damage output most against high-AC, high-HP bosses (where you crit infrequently but each crit can punch above the normal-roll ceiling).
  • Card-based combat (Slay the Spire-likes) — many card effects "deal damage equal to X plus rolling-bonus" with a fat right tail. Same statistical profile.
  • Anywhere a "lucky proc" mechanic exists — Diablo's "Lucky Hit" effects, Path of Exile's "trigger on reaching X damage" — fat-tailed distributions decide how often the trigger fires meaningfully.

Try it yourself