The Hero Within RPG 3: Breaking the Norm - Should High Rolls Always Be Better?
When Höbin and I started going over the rolls, we were...less than enthusiastic.
When it comes to rolling dice in tabletop RPGs, one mechanic has stood the test of time: rolling under a target number.
In many traditional systems, a lower roll is better—but what if we flipped that on its head?
In The Hero Within, we're challenging this long-standing convention, and we want your thoughts.
For years, RPGs using d100 (percentile dice) have ruled that rolling 01 is a perfect success, while 00 (or 100) is the worst possible failure. But something about that has always felt... unintuitive.
Shouldn’t bigger numbers mean bigger success?
Shouldn’t that epic, once-in-a-lifetime roll of 100 be a moment of triumph?
Let’s dive into the idea of rolling high instead of rolling low—and why it might make for a more engaging game experience.
🔹 The Case for Rolling Over Instead of Rolling Under
Most TTRPGs with percentile dice have players roll under their stat to succeed. If you have a 60 in Strength, you need to roll 60 or lower on a d100. This method ensures that stronger characters succeed more often, but it can feel counterintuitive.
Instead, what if success meant rolling higher rather than lower? The GM assigns a Target Number (TN) based on the task’s difficulty, and players roll above that TN to succeed.
Here’s why this makes sense:
✔ Bigger Rolls Feel More Epic: It just feels right that rolling a 100 is the ultimate success rather than the ultimate failure.
✔ Easier for New Players: Most games and media reinforce that "high rolls = good," making it more intuitive for new players.
✔ Flexible GM Control: The GM can assign difficulty dynamically instead of rigid pass/fail cutoffs.
✔ Encourages Excitement: Players love aiming for high numbers rather than dreading them!
Community Question:
Would switching to a "roll high" system feel more natural and exciting to you?
Why or why not?
🎲 The Hero Within’s Rolling System
Instead of rolling under an attribute, The Hero Within flips the norm:
Roll d100 – Higher is Always Better.
The GM assigns a Target Number (TN) based on the situation and the hero’s skill level.
Skilled PCs get a lower TN (easier success).
Unskilled PCs get a higher TN (harder success).
A natural 100 (00) is an incredible success that boosts your hero permanently!
A natural 01 is a catastrophic failure with lasting consequences.
Example: Climbing a second-story window:
A coordinated hero rolls 30+ to succeed.
A clumsy hero rolls 65+ to succeed.
A natural 100? The hero scales the wall effortlessly and gains +1 Coordination permanently!
A natural 01? The hero falls, injures their leg, and permanently loses -1 Coordination.
Community Question:
Does this approach make gameplay feel more immersive and meaningful?
How do you feel about rewarding natural 100s and penalizing natural 01s?
🌟 Risk and Reward: Making Every Roll Matter
We believe dice rolls should have lasting effects. That’s why in The Hero Within:
Natural 100 (00) increases an attribute permanently.
Natural 01 permanently lowers an attribute.
Natural 02-03 cause serious setbacks but no stat loss.
Degrees of success add storytelling depth.
This system makes every roll impactful and ensures that dice feel like a true part of the hero’s journey.
Community Question:
Do you like the idea of permanent stat changes tied to extreme rolls?
Would you tweak this in any way?
🏆 Help Us Shape the Game!
This shift from "rolling under" to "rolling over" is a big one, and we want to hear from you!
Do you prefer rolling high over rolling low? Why or why not?
Would you find this system easier to grasp in gameplay?
Do you think natural 100s and 01s should have permanent effects, or should they be temporary?
Drop your thoughts in the comments, share on social media, or message us directly. We’re building The Hero Within with the community—so let’s make it legendary together!
Want to get a taste of the world we’re creating?
Would you like to participate in the live discussions?
We are developing a growing section of the The Fiction HUB for the TTRPG part of Life of Fiction. A place where we can meet in real time, via video and chat, and discuss these aspects together.
This is available to supporters of Life of Fiction.
If you’d like to be included, please send me a private message and I’ll keep you in the loop. We don’t have an established time yet and have to play it by ear…for now.
Thank you for your time and insights—your feedback is what helps bring The Hero Within to life!







I agree with rolling higher I think it is better
Permanent pluses and negatives are fine
For kids negatives might feel like the end of the world but it’s a good system
But if it’s based on “if they are uncoordinated then it’s higher if they are coordinated then it’s lower”
Where do stats come in?
Do you add a stat to a roll? Do you add a modifier from the stat to the roll?
If not and it’s all based on “how skilled the character is at said thing” what do the stats effect?
Damage?
What about an intelligence based stat most characters won’t use that stat unless they roll for something smart
From what I’ve seen 89.63% of games use an additive system
Take your window example
The window is up high and very difficult to climb through so the roll is set to 65
The nimble elf has a +30 to mobility so they roll a 40 and easily clear the jump
The non nimble fat human has a +5 they roll a 50 and still fail
Of course the dm can still say “it’s harder for you gnome because your short so the target number is 78
But that’s how most games work
It’s easier for me to understand at least
And it leaves lots less up to the dm in remembering what each character is good or bad at
It’s on their paper
So first off, I don’t have any experience with games that rolling lower is better. I have only ever really played one TTRPG, and that would be DnD where you roll a d20 for everything.
For me rolling higher is better in my mind, and I think will make it a little more intuitive for players new to TTRPGs.
Permanent buffs/debuffs. I love the idea, and think it is awesome, however, I think there should be a higher chance of getting a buff rather than a debuff, or make the buff better (2 stat points) this would make your characters feel like they are actually progressing rather than sliding up and down. Unless you don’t want this to be a major form of progression, then it would be fine the way it is.
Another point, when teaching people how to play, (this is kind of random, but) you should make sure to explain how exactly 2 d10 can act as a d100. I was confused on this for quite a while, before I had someone explain it right.