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== Examples == * ''[[Shadowrun]]'' is considered by some to be the granddaddy of dice-pool RPGs, and uses [[d6]]. Older editions used Target Number; 4th ed uses a simple Additive pool (1-4 = 0; 5-6 = 1). * ''[[Inquisitor]]'' If a player was trying to perform a dangerous action as part of his turn (all actions had to be declared before the player checked to see how many were successful) he was obliged to then roll less 1's than 6's otherwise he would fumble the action, often with humorous results (guns exploding, premature detonation, setting off alarms or falling to their death were common fates for characters who failed.) * ''[[World of Darkness]]'' uses [[d10]] and variable target numbers and [[exploding die|exploding]] 10s. * ''[[Exalted]]'' uses Additive [[d10|d10s]] with '7' as the target number (1-6 = 0; 7-9 = 1; 10 = 2). * ''[[Donjon]]'' uses Highest Die [[d20|d20s]]. * ''[[Don't Rest Your Head]]'' uses additive to determine success and at the same time highest die to determine the quality of the success (failure always has the same quality -- PAIN). * ''[[FUDGE]]/[[FATE System|FATE]]'' uses additive with their own [[Fudge_dice|weird dice]]. A typical roll of "4dF" is exactly the same as "4d3 - 8". * ''Diana: Warrior princess'' uses additive with a target number that depends on the character's level (รผber characters succeed on 3+). All successes always explode, you keep re-rolling successful dice until there is none. * ''[[Legend of the Five Rings]]'' RPG game uses a unique variation of dice pool called "Roll & Keep". The system is fairly simple: you get a dice pool equal to one of your basic stats plus your skill level for a task, but you only get to add up a number of dice equal to your stat, and you try to hit a Target Number. For example, if you want to attack with a katana, you roll a number of dice equal to your Agility and Kenjutsu skill, but you can only count up a number of dice equal to Agility. If you roll a natural 10 on any of your kept dice, you can roll that dice again and add 10 to the total for that dice, and you actually get to keep doing it as long as you keep rolling a 10 on that dice. These "exploding" dice result in some [[Awesome|truly incredible moments]] where [[The Guy Who Cried Grendel|a character who normally sucks suddenly gets the luck or divine inspiration to achieve the impossible.]] (In fact, for every three 10s you get on a given roll, you regain a point of Void, which is the "luck" stat you spend for more dice to roll anyway.) To keep the number of dice rolled to a minimum, 3rd edition capped dice pools to ten, and said every two extra dice you would have rolled become kept dice instead. * ''[[Sentinel Comics Roleplaying Game]]'' has a very-novel approach, where all player (and major adversaries) rolls use a three-die pool, derived from three different headings on the character sheet, and then tracks the "min," "max," and "mid" dice, depending on which was lowest, highest, and in the middle, respectively. Standard tests use the mid die, but special abilities often add the mid or max dice, or use them separately to apply additional effects.
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