How to Construct Dice Pools

THE DICE POOL

Whenever you want your hero to do something for which the outcome isn’t certain, the first thing you do is state clearly to the GM and the other players what your hero is trying to do. Then, assemble a collection of dice from various things on your character sheet that support or help your hero achieve that goal. This is your dice pool.

1 Situation
1 Push/Stunt/Resource/Equipment
1 Dice from two Power sets [2 Dice] (One power from each power set)
1 Distinction ( Relationship, Personality Trait, Personal Ethics, or Attitude.)
1 Specialty
1 Complication, Flaw, Damage or Trauma from an Opponent. Using a flaw awards the opponent an amount of XP according to the Flaw reward chart.
1 Asset
Once you’ve added dice to the pool, it no longer matters where they came from; you don’t need to keep track of which dice came from Power Sets, for instance.

You may spend 1 PP to add a second dice from a category. (i.e. 1 PP could allow you to use two different specialty dice in your pool)

If after assembling your pool, you have less than 4 dice, you may add a 1d8 or a 1d4 from a Set Distinction. Using a 1d4 rewards you with 1 PP.

If you still have less than 4 dice, add d4’s until you meet the 4 dice minimum.

ROLLING THE DICE
Roll your dice, right out there in the open, and leave them on the table for the time being. It may be helpful to arrange them in order from highest-rolling die to lowest. Set aside all of the dice that come up 1 for now. You won’t use them in the next two steps.
If you don’t have enough dice on hand to roll your entire pool at once, make a note on scratch paper before rerolling, or borrow from the other players. Be sure to note die type as well as the number rolled. Sometimes the dice pool can get to be a real handful. Be prepared!

Choose any two dice that rolled higher than 1 to add together for your total. Your total is a measure of how much effort your hero has managed to put forward, so usually the higher the total, the better.
You can use PP to add more dice to the total. Each extra die costs 1 PP. You have to spend it now—you can’t go back and add more to your total later. There are a lot of things to spend PP on, so make sure you won’t want to spend it on something else later.
After you set aside the dice that come up 1, if you’re left with only one die, use that for your total. If you have no dice left, your total is zero.
Next, choose one of your remaining dice to be your effect die. This is a measure of how well your efforts have paid off. It might reflect the force of your blow, the helpfulness of your support, or the resistance of your defenses. You can choose any of your dice that didn’t come up 1 and that you’re not using for your total. You might settle for a smaller total in order to make a larger effect die available. Don’t worry about the number result on the die; with effect dice it’s just the type of die that matters.
You can use PP to use additional dice as effect dice. Each extra die costs 1 PP. Having multiple effect dice means you’re able to demonstrate your effort in more than one way, such as taking out two thugs at the same time. If for some reason you have no dice left for an effect die, you treat your effect die as a d4. It’s not great, but it’s better than nothing.

Any die that comes up a 1 is called an OPPORTUNITY. It can’t be used for the total or as an effect die; instead, the GM may use it to add dice to the doom pool, making the situation more challenging. If the GM rolls an opportunity, the players may use it to trigger certain special effects (SFX) on their Power Sets as well as some other things.

How to Construct Dice Pools

The Bright Day Chronicles EugeneGM