Before I get too deep into this, I want to premise this by establishing how I want to analyze a dice pool. Clearly, more dice are always better. However, we need to be wary as more dice means more variance. So while more dice means you should see more damage, surges, blocks, and evades, it can also throw off your expectation for damage and survivability, possibly causing you to make less than optimal decisions during a game. As Obi-Wan would say: your dice can deceive you, don't trust them.

For example, let’s examine the scenario I described above. My opponent had a Trained Rancor, allowing him to roll 2 black dice per attack. As you can observe, of its six sides, the black die has one-3 block side, two-2 block sides, two-1 block sides, and one- 1 evade side. Now, I’ll admit that rolling two of these bad boys (or girls) feels really good. In my head, I’m thinking: I deserve 4 blocks. Yep, that’s what I should get. I see 3 sides of this die that has 2 or 3 blocks – so I have a good chance of getting at least 4 blocks, maybe even 5. Moreover, even if I have a bad to mediocre roll, I should still get 3 blocks, right?

Well, maybe I do deserve 3 to 4 blocks (I’m nice, so why not?) and maybe I’ll roll that many as well, but it would show a lack of foresight for me to play the game in a way that presumes this outcome. Rather, I should assume that I will roll the worst possible results and make decisions around that because if I don’t, Captain Terro may make me regret it. With this in mind, I would like to briefly go over each die and hopefully provide a meaningful analysis of the best and worst you can expect from them.

Attack dice