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Building Suspense: Dice Pool Countdown Timers

Updated: Apr 21

A lone warrior with a shield stands on a rocky, illuminated path, facing a massive dragon perched on a cliff under a dramatic, purple and pink sky, while a second warrior looks on from below.

The Dice Pool Countdown Timer adds tension and unpredictability to time-sensitive events. Whether tracking impending danger, dwindling resources, or escalating threats, this mechanic forces players to adapt as the situation shifts.


This mechanic shines in a variety of scenarios, including:

  • Impending Danger – The GM rolls at regular intervals; when the last die is lost, the dungeon collapses.

  • Chase Sequence or Pursuit – The GM rolls after failed Stealth checks; if the last die is removed, the pursuers catch up. The GM sets a condition for escape, such as reaching a safehouse or breaking line of sight—if players achieve this before the pool reaches 0, they are free.

  • Ritual, Curse, or Magical Effect – The GM rolls each round; when the last die is gone, the spell is cast.

  • Physical Hazard – The GM rolls each round; when the last die is removed, the area is fully submerged.

  • Social or Stealth Scenario – The GM rolls after failed Deception or Stealth checks; when the last die is removed, the alarm is raised.


How Dice Pool Countdown Timers Work

The Dice Pool Countdown Timer tracks time-sensitive events, escalating danger, and resource depletion. The dice pool consists of d6s. The size of the dice pool is determined by the situation—using a fixed number of dice set by the GM. A larger dice pool generally means more time before the event occurs.

  • Each round, the dice pool is rolled—this may be done openly or secretly, depending on the situation.

  • Any 6s rolled are removed from the pool, and play continues.

  • When the last die is removed, the event triggers—pursuers close in, the door seals shut, or the bridge crumbles beneath their feet.


Speed of The Countdown

Countdowns can progress at different speeds, depending on the situation. A slow countdown removes a die only on a roll of 6, but circumstances may speed up the process.

  • Slow (6 only) – The standard countdown; dice are removed only on a 6.

  • Medium (5-6) – A moderate pace; dice are removed on a 5 or 6.

  • Fast (4-6) – A rapid countdown; dice are removed on a 4, 5, or 6.


Stabilizing & Replenishing Countdowns

Some countdowns can be extended or even stopped before they run out.

  • Stabilizing a countdown prevents further dice loss—such as disarming a trap just in time or preventing a character from dying.

  • Replenishing a countdown adds dice back to the pool, delaying the event—this could represent treating an illness, prolonging a ritual, or using emergency healing.


Not all countdowns can be stabilized or replenished. Some events, like the collapsing bridge, are inevitable—it’s just a race against time.


Complications

Complications add depth, unpredictability, and player engagement by introducing unexpected twists that make countdowns more than just a race against time. These events can be setbacks, obstacles, or unforeseen turns—some escalating danger, others creating new opportunities.

  • When rolling the countdown dice, if a specific number appears (e.g., a 1 or 2, as determined by the GM), each player rolls on the Complication Table at the start of their turn. Only one complication can be triggered per turn.

  • Complications may introduce new challenges, unexpected benefits, or narrative shifts, keeping the countdown unpredictable without immediately depleting the dice pool.


Credit Where Credit is Due

Inspired by "What’s Old is New Roleplaying System"

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