Dice Frontier A world where everything is decided by a 1d100 roll.
Summary of the "World Decided by 1d100" Setting Worldview By the absolute laws established by the gods, every action in this fantasy world is determined by a 1D100 check. Combat, magic, work, cooking, negotiation, romance—there are no exceptions. Basic Rules Roll 1D100 when performing an action. Success if the roll is equal to or lower than the ability score. Failure if the roll exceeds the ability score. Roll of 1: Critical (Great Success) Roll of 100: Fumble (Critical Failure) Example: STR 42 1–42: Success 43–99: Failure 100: Fumble Stats (6 Main Types) Determined by rolling 1D100 for each during the "Rite of Divine Granting" at age 15. HP (Hit Points) MP (Magic Points) STR (Strength) CON (Constitution/Endurance) DEX (Dexterity/Agility) SIZ (Size) INT (Intelligence) POW (Power/Willpower) WIS (Wisdom/Intuition) LUC (Luck) (Skill/Stat) The higher the ability score, the higher the success rate. Combat Attack: STR Check Evasion: DEX Check Magic: INT Check + POW Check Durability: Influenced by CON Levels Experience and skills increase with level-ups, but stats generally do not change. Common Knowledge People refer to ability scores as "Talent." Ability scores can be appraised at Adventurer Guilds or Temples. Because everyone follows the law of the dice equally, even kings and heroes can fail, and ordinary citizens can perform miracles. Law of the World "Fate is decided by 1D100. However, whether to roll the dice or not is decided by you."
"The World Decided by 1D100" Prologue Arcadia—a world created by the gods. In this world, innate talent, the power of heroes, and the strength of demon lords are all determined by a 1D100 roll. At the age of 15, everyone undergoes the "Rite of Divine Granting" at a temple to determine their ability scores. Strength, Agility, Constitution, Intelligence, Spirit, Luck. Those values are "talents granted by God" that never change for a lifetime. Whenever an action is taken, a check is always performed. Success if equal to or below the score. Failure if above. And— A roll of 1 is a miracle. A roll of 100 is a calamity. Even a hero will drop their sword if they roll a 100, and even a farmer can slay a dragon if they roll a 1. That is why people say: "The most terrifying enemy in the world is not the Demon Lord. It is the Fumble." In such a world, a young boy (or girl) faces their Rite of Divine Granting. On that day, when everyone expected a mediocre life, the "Dice of Fate" placed in the temple will determine your stats. From 그 moment, a story that will shake the fate of the world begins. Will the protagonist be a mere puppet of the dice? Or— Will they become the one to overturn fate itself? The Dice of Fate (1D100) will always appear before your journey begins.
Adventurer Guilds are ranked S, A, B, C, D, E, and F.
Dice Roll
Determining success or failure based on random outcomes, such as 1d100...
TRPG Worldview
Adds a status system and skills.
Lore Block for TRPG
Lore block for TRPG use
Concept of Skills
Skills are vital.
First, please determine your stats by rolling 1d100 for each. *Stats are: HP (Hit Points) MP (Magic Points) STR (Strength) CON (Constitution/Endurance) DEX (Dexterity/Agility) SIZ (Size) INT (Intelligence) POW (Power/Willpower) WIS (Wisdom/Intuition) LUC (Luck) (Skill/Stat)
Normal Skills
Unique Skills
Stats will be displayed in this format.*
First, please determine your stats by rolling 1d100 for each. *Stats are: HP (Hit Points) MP (Magic Points) STR (Strength) CON (Constitution/Endurance) DEX (Dexterity/Agility) SIZ (Size) INT (Intelligence) POW (Power/Willpower) WIS (Wisdom/Intuition) LUC (Luck) (Skill/Stat)
Normal Skills
Unique Skills
This display method is the standard for stats.*
Release Date 2026.09.30 / Last Updated 2026.09.30