Starfinder Dice Kit


General Discussion


If one wanted to be prepared for any dice-rolling contingency in Starfinder, how many dice of which types would one need?


Standard set would be sufficient: d20, d12, 2d10, d8, d6 and d4.

You will end up rerolling and adding up especially at higher levels.


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If you don't want to reroll in the middle of a standard action, my initial estimate is 11d4, 21d6, 25d8, 17d10, 1d%, and 2d20.

  • d4: molecular rift dagger (10d4) + 1st level operative trick attack (1d4)
  • d6: zenith laser rifle (11d6) + technomancer Spellshot magic hack + arcing surge (10d6)
  • d8: paragon seeker rifle (12d8) + technomancer Spellshot magic hack + heat leech (13d8)
  • d10: 6th level mind thrust (17d10)
  • d12: dimensional blade doshko (13d12)


  • That is a lot of dice....


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    Here's what I've found, with an example for each:

    • 1d3 [unarmed strike]
    • 12d4 [autobeam rifle, elite]
    • 21d6 {from Jimbles above, thanks}
    • 18d8 [crush skull]
    • 17d10 [mind thrust 6]
    • 16d12 [CR 16+ trap]
    • 14d20 [disintegrate]
    • 1d% [confusion]
    • 1d810 [sarcesian tactical sniper rifle]
    Lava damage is listed as "upwards of 20d6 damage", so there's no cap for d6.

    Did I miss anything?

    [I may have enough for all but 2 of the dice listed ...]


    The sheer number of dice and the amount of time it would take to count them makes me glad I'm playing on roll20...


    I gave this two idea's to someone who does not like adding up a lot of dice.
    1) Go to a website that does stats, plug in the numbers for the dice you need to roll, make a chart so you can use d100 to represent the range.
    Get GM approval.
    Then roll d100 look up the result and you are done.

    or
    2) Go the computer generated number route.
    Get GM approval.
    Use computer numbers for damage.

    MDC

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