GURPS Dice Roller
Roll result and controls
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Set your skill, then press Roll
3d6 under or equal to your effective skill succeeds.
How GURPS rolls work
Almost every GURPS roll is 3d6 against a target number: your skill or attribute plus any modifiers (the effective skill). Roll that number or less to succeed. Your margin is how far under (or over) you rolled.
- Critical success: 3 or 4 always; 5 at effective skill 15+; 6 at effective skill 16+.
- Critical failure: 18 always; 17 at effective skill 15 or less (at 16+ a 17 is an ordinary failure); any roll 10 or more over your effective skill.
- A 17 or 18 always fails, so even a master tops out at a 98.1% chance of success.
- Quick Contest: both sides roll; whoever succeeds by more (or fails by less) wins.
- Damage is written as dice plus adds, such as 2d+1. A hit always does at least 1 point of damage before armor (crushing attacks can do 0).