Alternative Dice Rolling Methods
This page is mainly geared towards those who enjoy houserules, homebrews, or conversions.
Some people enjoy different dice rolling methods. This short section describes how to use alternative methods with WOIN. Different methods offer different degrees of granularity, speed of use, and poolbuilding fun! Different dice mechanics feel different in play. In general, an optimized (5d6) grade 5 character gets a Difficult result on an average roll.
With a litle math, you can also use this page to reverse engineer other systems and convert to WOIN.
Total. The default method is to roll a dice pool and add the total. An optimized (5d6) grade 5 character rolls 5d6, with an average roll of 17.
Roll 4+. Roll the dice pool as normal, but just count the number of dice which roll 4 or more. Target numbers are divided by 7 (round up). Difficulty numbers range from 17. An optimized (5d6) grade 5 character rolls 5d6, with an average roll of 3.
Alternatives: roll 3+ on a d4, 4+ on a d6, 5+ on a d8, 6+ on a d10, 7+ on a d12, 11+ on a d20.
Roll 5+. As above, but divide target numbers by 10 (round up). This sacrifices a lot of granularity. Difficulty numbers range from 15. An optimized (5d6) grade 5 character rolls 5d6, with an average roll of 2.
Alternatives: roll 6+ on a d8, 7+ on a d10, 9+ on a d12, 14+ on a d20.
Roll 6. This lacks any granularity but is incredibly quick to use. Divide target numbers by 20 (round up). Difficulty numbers range from 13. Not recommended. An optimized (5d6) grade 5 character rolls 5d6, with an average roll of 1.
Alternatives: roll 7+ on a d8, 9+ on a d10, 10+ on a d12, or 17+ on a d20.
d20. Roll 1d20 and add 1 for each die you would normally have in your dice pool. Target numbers are shown below. For DEFENSE scores, use the below table to derive static scores  there is no direct correlation, as a d20 is not a bell curve in the way a dice pool is. An optimized (5d6) grade 5 character rolls 1d20+5, with an average roll of 16. This conversion emulates a bounded accuracy style d20 scale. Note that with a flat scale rather than a bell curve, it is much easier to achieve extremes at each end of the scale.
d100. Roll 1d100 and add 10 for each die you would normally have in your dice pool. Target numbers are shown in the table below. For DEFENSE scores, multiply by 5. An optimized (5d6) grade 5 character rolls 1d100+50, with an average roll of 100. Note that with a flat scale rather than a bell curve, it is much easier to achieve extremes at each end of the scale.
With the three "count the number of dice which roll x or more" options listed above, specially colored or marked dice can make all three equally fast to use. Small colored adhesive stickers affixed to d6s can work well, and it is very easy to simply count the number of blue or red sides facing.
Revised Difficulty Benchmarks
The table below shows revised difficulty benchmarks for each of the above systems.
Difficulty 
WOIN 
Default 
Roll 4+ 
Roll 5+ 
Roll 6 
d20 
Percentile 
Trivial 
1d6 (12) 
 
 
 
 
 
 
Easy 
2d6 (35) 
7 
1 
1 
1 
13 
70 
Routine 
3d6 (69) 
10 
2 
1 
1 
14 
85 
Challenging 
4d6 (1014) 
13 
2 
2 
1 
15 
90 
Difficult** 
5d6 (1520) 
16 
3 
2 
1 
16 
100 
Demanding 
6d6 (2127) 
21 
3 
3 
2 
17 
110 
Strenuous 
7d6 (2835) 
25 
4 
3 
2 
18 
120 
Severe 
8d6 (3644) 
29 
5 
3 
2 
19 
130 
Herculean 
9d6 (4554) 
33 
5 
4 
2 
20 
140 
Superhuman 
10d6 (5565) 
37 
6 
4 
2 
21 
150 
Impossible 
11d6 (6677) 
40 
6 
4 
3 
22 
160 
  12d6 (7890)             
Mythical 
13d6 (91104) 
45 
7 
5 
3 
24 
170 
Target Numbers* 
Normal 
Divide by 7 
Divide by 10 
Divide by 20 
Manually Adjust 
Multiply by 5 

Avg at Grade 5  17  3  2  1  16  100 
*Target numbers include difficulty benchmarks, DEFENSE scores, and other all other dice pool targets.
**This row shows the average result from an optimized grade 5 character.
Conversions From Other Systems
If you are reverseengineering a conversion, the following dice rolls convert directly to d6s as follows.
Dice 
1d 
2d 
3d 
4d 
5d 
6d 
d4 
1d61 
1d6+1 
2d6 
2d6+2 
3d6+2 
4d6 
d6 
1d6 
2d6 
3d6 
4d6 
5d6 
6d6 
d8 
1d6+1 
2d6+2 
4d6 
5d6+2 
6d6+2 
8d6 
d10 
1d6+2 
3d6+2 
5d6 
6d6+4 
8d6 
10d6 
d12 
2d6 
4d6 
6d6 
8d6 
10d6 
12d6 
d20 
3d6+2 
6d6+4 
10d6 
13d6+1 
16d6+2 
20d6 
d20 Modern Purchase DC Conversion
Many games already use credits, gold, or dollars, and prices can convert straight over to WOIN. d20 Modern uses a Purchase DC scale. This converts as follows.
Cost ($ or Cr) 
D20 Modern DC 
Cost ($ or Cr) 
D20 Modern DC 
Less than 10 
1 
12,000 
26 
10 
2 
15,000 
27 
15 
3 
20,000 
28 
20 
4 
27,500 
29 
30 
5 
35,000 
30 
40 
6 
50,000 
31 
50 
7 
65,000 
32 
70 
8 
90,000 
33 
85 
9 
120,000 
34 
120 
10 
150,000 
35 
150 
11 
200,000 
36 
200 
12 
275,000 
37 
275 
13 
350,000 
38 
350 
14 
500,000 
39 
500 
15 
650,000 
40 
650 
16 
900,000 
41 
900 
17 
1,200,000 
42 
1,200 
18 
1,500,000 
43 
1,500 
19 
2,000,000 
44 
2,000 
20 
2,750,000 
45 
2,750 
21 
3,500,000 
46 
3,500 
22 
5,000,000 
47 
5,000 
23 
6,500,000 
48 
6,500 
24 
9,000,000 
49 
9,000 
25 
12,000,000 
50 
General Conversion Guidelines
The following comprises a number of individual conversion notes, although this will be more art than science.
 d20 levels are equal to two WOIN grades, starting at grade 5. To covert levels to grades, multiply the level by 2 and add 3. Monster CRs follow the same rule.
 d20 armor class translates directly to SOAK on a 1:1 basis.
 Divide d20 ability scores by 2 to get WOIN attributes. STR, DEX, CON, INT, WIS, CHA are STR, AGI, END, LOG, INT, CHA respectively. Use WIS for WIL.
 Similarly, divide skill ranks by 2.
 For percentile systems, divide by 10 (round down) or use the below table. It generally assumes that a score of 100 is the maximum human score. For systems where 100 is the absolute maximum possible, you will need to establish the human average in that system and assign a value of 4 to it, and the human maximum (or likely maximum) and assign a value of 12 to it, and use those benchmarks to assign the rest accordingly. WOIN does not have an upper bound (instead using an exponential scale to increasingly reduce the benefit of higher and higher scores).
d20 
Percentile 
WOIN 
0 
110 
 
12 
1120 
1 (1d6) 
34 
2130 
2 (1d6) 
56 
3140 
3 (2d6) 
78 
4150 
4 (2d6) 
910 
5160 
5 (2d6) 
1112 
6170 
6 (3d6) 
1314 
7180 
8 (3d6) 
1516 
8190 
10 (4d6) 
1718 
91100 (human
max) 
12 (4d6) 
1920 
101110 
14 (4d6) 
2122 
111120 
16 (5d6) 
2324 
121130 
18 (5d6) 
2526 
131140 
20 (5d6) 
2728 
141150 
23 (6d6) 
2930 
151160 
26 (6d6) 
3132 
161170 
29 (7d6) 
3334 
171180 
33 (7d6) 
3536 
181190 
37 (7d6) 
3738 
191200 
41 (7d6) 
3940 
201210 
21 (6d6) 
4142 
211220 
22 (6d6) 
4344 
221230 
23 (6d6) 
4546 
231240 
24 (6d6) 
4748 
241250 
25 (6d6) 
4950 
251260 
26 (6d6) 
5152 
261270 
27 (6d6) 
5354 
271280 
28 (7d6) 
5556 
281290 
29 (7d6) 
5758 
291300 
30 (7d6) 
5960 
301310 
31 (7d6) 