DRN: the dice behind most rolls
What the game's open-ended dice roll is, how often it lands in each range, and which side a tie favours.
verified 6.37updated 2026-09-23 · Jake4 min read
When two numbers meet in a battle (an attack against a defence, a blow against armour, a spell against a resisting target), each side usually adds a DRNDominions Random Number · Two open-ended dice added together. Most contests in the game add one to each side's value before comparing the totals. Written drn, in lower case, when only one die is used. Full article to its own value, and the two totals are compared. This page covers the roll itself: how it is made, how its results are spread, and what happens when the totals come out equal.
Making the roll
Throw two six-sided dice. A die that shows 1 to 5 keeps that value. A die that shows 6 is worth 5 instead, and it is thrown again, with whatever comes up added on. If the new throw is also a 6, the same thing happens again, for as long as the sixes keep coming. Then the two dice are added together.
Because a single die can keep going, the DRN is an open-ended rollopen-ended roll · A die roll with no upper limit. A 6 is worth 5 and the die is thrown again with the result added, for as long as sixes keep coming. Full article : there is no highest result, only results that get less and less likely.
That die came up 6 twice before it settled on a 2, so on its own it is worth 12. The second die is added to that.
One die on its own
A few rolls use one open-ended die instead of two. The game writes that roll in lower case, as a drn, to keep it apart from the two-dice DRN.
How often each range comes up
The site computes these charts from the rule above. Nobody typed the percentages in, so they cannot drift away from it.
A single open-ended die:
| Total | Chance |
|---|---|
| 1-5 | 83.3% |
| 6-10 | 13.9% |
| 11+ | 2.8% |
Most single dice stop at the first throw. A result above 10 needs at least two sixes in a row.
The full DRN, two dice:
| Total | Chance |
|---|---|
| 2-10 | 78.7% |
| 11-15 | 16.2% |
| 16+ | 5.1% |
The totals bunch up in the middle, but the tail to the right never quite reaches zero. That is the reason for the design: an outcome that looks hopeless on paper still turns up now and then. Very little in the game is impossible; a great deal of it is merely unlikely.
Our own tests agree with the chart. The dice in the game’s damage and protection rolls come out spread the way it shows, not the way plain dice would, and not as if a six simply counted as six. Measured · n=15,792
How we know
- Tier
- Measured
- Method
- We read 15,792 damage and protection dice totals from the game's battle debug logs, in two separate test setups, and compared their spread with the exact DRN (a chi-squared test over 15 bins).
- Sample
- n=15,792
- Game version tested
- 6.37 · current
- Tests
- T-0001, T-0002
- Last checked
Ties
Two totals can come out equal, and which side a tie favours depends on the roll.
- An attack hits only when its total is higher than the defence total. A tie is a miss.
- Damage wounds only when its total is higher than the protectionprotection · What stands between a unit and a blow, from its armour plus any natural protection of its own. The defender adds a DRN to it, and a hit wounds only when the damage total is higher, so a tie does nothing. Full article total. A tie does nothing.
- A spell that magic resistancemagic resistance · A unit's defence against spells that can be resisted. The target adds a DRN to it, the caster adds one to its penetration, and the caster wins a tie. Full article can stop works the other way round. The caster’s penetration total gets through when it at least equals the target’s resistance total, so the caster wins a tie.
So when two evenly matched sides roll against each other, the side that has to beat the other wins a little less than half the time. The ties go to the side that only has to hold.
A worked example
An attacker swings at a defender whose defence skill equals the attacker’s attack skill. The skills cancel, so only the dice matter.
The attacker’s first die shows 4. The second shows a 6 and is thrown again:
That is 4 + 8, a total of 12 on top of the attack skill.
The defender’s first die shows 1. The second shows two sixes before it stops:
That is 1 + 11, also 12 on top of the same skill. The totals are equal, the attack has to be higher to hit, and so the blow misses.
Where this comes from
The roll and its lower-case form are described in the manual’s chapter on the basics. The rules for hits, damage and ties are in its chapter on combat, and the spell rule is in its chapter on magic.
Terms on this page
Generated from the terms used above. This block is what prints.
- DRN
- Two open-ended dice added together. Most contests in the game add one to each side's value before comparing the totals. Written drn, in lower case, when only one die is used. · Full article · back to text
- open-ended roll
- A die roll with no upper limit. A 6 is worth 5 and the die is thrown again with the result added, for as long as sixes keep coming. · Full article · back to text
- protection
- What stands between a unit and a blow, from its armour plus any natural protection of its own. The defender adds a DRN to it, and a hit wounds only when the damage total is higher, so a tie does nothing. · Full article · back to text
- magic resistance
- A unit's defence against spells that can be resisted. The target adds a DRN to it, the caster adds one to its penetration, and the caster wins a tie. · Full article · back to text
Last updated 2026-09-23 by JakeVerified for 6.37 (current)