Star Wars Roleplaying
FFG narrative dice, plus the Force die
The Dice Bag
Current Pool
Select dice from the bag above to build your pool…
Latest Result
Build a pool and roll to see your result.
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How Star Wars RPG dice work
Edge of the Empire, Age of Rebellion and Force and Destiny all use the same narrative dice: symbols instead of numbers, rolled as one pool of positive and negative dice. Cancel the opposing symbols and what is left tells you whether you succeeded and what else happened. Force users add a seventh die, the white Force die.
The dice
Ability (green d8)
Your character's skill or characteristic. The basic positive die.
Proficiency (yellow d12)
An upgraded ability die, for a character with both training and talent. The only die with a Triumph.
Boost (blue d6)
Something in your favor: good gear, time to prepare, an ally's help.
Difficulty (purple d8)
How hard the task is. One die per step of difficulty.
Challenge (red d12)
An upgraded difficulty die, often for a skilled opponent. The only die with a Despair.
Setback (black d6)
Something working against you: darkness, injury, bad footing.
Force (white d12)
Rolled by Force users to fuel powers. It never adds to success or failure.
Building a pool
Compare the skill's rank with its characteristic. Take ability dice equal to the higher number, then upgrade as many of them as the lower number into proficiency dice. Brawn 3 with Athletics 2 rolls one ability and two proficiency dice.
The GM adds difficulty dice for how hard the task is, and may upgrade some to challenge dice. Then add a boost die for each thing in your favor and a setback die for each thing against you. Boost and setback don't cancel out: both go in the pool.
A player can spend a Destiny Point to upgrade one ability die to proficiency, and the GM can spend one to upgrade a difficulty die to challenge.
| Difficulty | Difficulty dice |
|---|---|
| Simple | 0 |
| Easy | 1 |
| Average | 2 |
| Hard | 3 |
| Daunting | 4 |
| Formidable | 5 |
Reading the result
- Success
- Success. Each failure cancels one success. If at least one success is left, the check succeeds, and extra successes make it a better success.
- Failure
- Failure. Cancels a success. Failing by a lot is no worse than failing by one.
- Advantage
- Advantage. Each threat cancels one advantage. Leftover advantage buys a side benefit, whether the check succeeded or not.
- Threat
- Threat. Leftover threat buys a complication for the GM to narrate, even on a success.
- Triumph
- Triumph. Counts as one success and also triggers a big positive effect. A failure can cancel the success, but not the effect.
- Despair
- Despair. Counts as one failure and also triggers a big negative effect, which nothing cancels.
Triumph and Despair don't cancel each other, so a check can succeed with a Despair or fail with a Triumph. The roller does all the cancelling and shows you the net result.
The Force die
The Force die has twelve faces: six with one dark side pip, one with two, two with one light side pip and three with two. That is eight pips of each side, though light pips cluster on fewer faces.
Its pips never count toward success or failure, and light and dark pips don't cancel each other. A Force user rolls dice equal to their Force rating and turns pips into Force points to spend on a power. A light side user spends light pips. To use dark pips as well, they flip a Destiny Point from light to dark and suffer strain and Conflict for each dark pip used.