It depends on several things, how many dice are comfortable. One of the most relevant points on the pool size is: Do you need to roll at least a specific sum with the dice pool or does each die above a certain number count towards a success? Let's type these two systems A and B, take into account the odd "Roll & Keep" as C and add an Excursus on exploding dice.
A - Sum vs. Difficulty to Success
This is somewhat the D&D and GURPS way. Roll a specific pool, add a modifier, compare the sum to some "difficulty" to determine success or failure.
Clearly, pools that sum up to success have to be limited to be handleable, and KRyan made an excellent analysis on how the numbers play for or against each other here, though I would like to add some tiny bits:
- d100 is virtually a 1d10*10+1d10, and as long as players keep the two apart correctly is a very safe way to determine something. However, d100 or d% often appear clumsy or problematic in other areas than dice rolling.
- 2d6 is a pretty easy thing, the sums are 2 to 12 and can very easily be done without thinking. There are only so many combinations and some players will internalize them in a way that no math is involved but a glance on the dice will tell them the sum. Any die more though appears to make calculating mandatory, rendering anything more than 3d6 slow.
- complex algorithms like "4d6 drop lowest" do favor one side of the bell curve, but they are extremely clumsy, and players will want to avoid those at best they can. Save those for determining relatively static things!
- While static modifiers are reasonably safe, they can result in a "guaranteed success" without rolling. 1d20+30 will always be above a 31, so any 'difficulty' lower than that doesn't need to be rolled unless there is a "guaranteed failure" event inherent in the dice evaluation (like rolling a natural 1).
- Likewise, achieving a 31 with only 1d20 and a bonus of 10 is impossible, making the roll moot in the other way round.
- Take a good look at the EXCURSUS and think if you really need exploding dice: One exploding d10 is faster to evaluate than 3d6, but slower than 2d6 or 1d20.
B - Dice above X are (partial) Successes
An entirely different way to achieve a solution is yet untouched. We encounter such a system in games like Shadowrun, Exalted, the WoD/CoD and others:
There is some way to determine a pool size (often either some sum of statistics on the sheet), modifiers usually change the pool size. Then all the dice are rolled (possibly using exploding dice mechanics) and any die to show more than the difficulty (which can be dynamic or static) is a (partial) success.
Obviously, such a system is different in evaluation time from the Type A or C "one pool, sum up, check against number". However, these systems can be faster to evaluate than summing up larger dice pools and they do allow having a higher pool while maintaining the same number that should show up on a roll to be a success for every roll: it is possible to get a six with 1d6 as well as with 6d6, however, the probability in the latter case is better.
- One can only roll so many dice at once - at some point (ca 72d6 of the small variant or 20d10 for me) rolling becomes difficult to be done in one attempt without the use of some help. However, rolling several times and just counting on is, of course, an option for having small hands or a limited dice supply. Physical capabilities have not been evaluated to my knowledge.
- At some point having enough/too few dice can make tasks trivially/impossible. See B1 for this.
- Keep the EXCURSUS in mind - exploding dice in pools will come up relatively often while they might in fact not be that useful, especially if the 'is this a success' edge ends on a multiple of the die size or one higher.
B1 - Guaranteed Success/Failure
There is a point, when a dice pool against a fixed numeral almost guarantees at least one success (or rather a 98% Probability). Let's look at the old Exalted 2 in anydice. Any roll of 7 or greater is a success, 10s are two, 1s count as -1 success. Now, with a slight modification of it that only checks if there is at least one success. A pool of 6 dice does grant 95.33% of success, 7 dice 97.2% and 10 dice go to 99.4%. Any more dice and we skew heavily towards 99.9+%. Obviously, these tasks have become trivial for a character that can muster such a pool. For 2 successes needed, the point of >90% is at 11 dice (91.99%), which is also the very last result anydice can handle in 5s. Careful estimation of mine: for a >95% chance for 2 or more successes, one would need somewhere around 12-14 dice (double of 6/7).
- If implementing a pool & count successes system, think about the behavior of large pools if a single success is enough. Performing trivial rolls in unstressed situations takes up precious gametime.
- Likewise, needing X successes where X is larger than the pool renders rolling moot as you can’t achieve this number of successes. Performing impossible tests should not be necessary.
C - Roll & Keep vs. Difficulty
This type I have encountered to date only in one example: Legends of the 5 Rings. It is a dice system that in itself takes some of A, gets inspired by B and does its own thing.
In L5R you roll a number of d10 based upon two static values on the sheet (skill+something), then keep a number of those based upon one of those (often the skill) and sum those kept dice up. It is possible that after that you have to add some other static value to this number. The end result is compared to some difficulty, which usually is a multiple of 5.
The problem of this system is evident easily: summing up many dice (L5R allows only up to r10k10) can become pretty slowsee below and everything that is true for the A part is true for this. Obviously one has to limit the dice pool to achieve any handleable results but this progression also does grant very interesting results: the more dice enter the pool, the more spiked a small keep becomes towards the high end, and keeping more does make it more bell-curvy and shifted towards the average sum of all dice rolled while the sum as a whole rises. How does this look like? Well, without any additional external modifiers... like this anydice - shifted bell curves all over! Or we look at the good article on the Roll & Keep.
It doesn't help, that even overachieving a target by a lot does not alter the outcome in this system, but that is not relevant to the dice comfortable question.
EXCURSUS - Exploding Dice
Exploding dice like SR2 & SR3 had them are somewhat awkward: You can get oddly high results, like rolling a pool of 2d6 and scoring a 23 and a 7, but if the number to beat with each die is rarely ever going to be that high, it is just a complication.
Also, think about what it does to probabilities: Any result of \$\text{die-size}\times n+1\$ has the exact same chance to occur as \$\text{die-size}\times n\$, which screws up the determination of difficulties a fair lot - or more exactly: \$\text{die-size}\times n\$ should not show up at all (as you have to explode and this add at least 1) unless there is a limit on how many times a die may explode or the explosion is somewhat modified. This is sometimes referred to as 6=7. There are some very interesting thoughts on this on Anydice.
While Exploding dice are clearly a mess, they do allow extreme results: even if a 35 on an exploding d6 is quite improbable, it can happen \$(2.1\times 10^{-5})\$ - it grants the chance to do this once-in-a-lifetime, one-shot dragon-kill... At the price of considerably slowing the rolling process once it happens, as this example roll would need 6 explosions.
A different example of exploding dice can be found in Mekton. This system bases on a simple 1d10+derived value (from a skill and a basic statistic). The die explodes on a 10 and continiues to do so as long as 10s appear. On the other hand, if the first die is a 1, it explodes negatively once: you deduct that extra roll, but this one doesn’t explode on a 10. The resulting distribution is this, clearly favoring the 2-9 area, disallowing 1 and 10 (&20) as expected for exploding dice, and any really extreme results are very rare.
WoD features in some editions a somewhat exploding dice (if you have a specific trait), granting an extra, additional die. The 20th Century edition threw this out and turned 10s into double successes.
- Exploding Dice have a several-step evaluation process of rolling, checking for those dice to explode and finally re-rolling (exploding) and re-evaluation.
- Even a single exploding die, as seen in the Mekton example, can grant extreme results, though summing up the explosions behaves just like an A-type: Sum vs. Difficulty. Obviously, the evaluation is slower, as you need to roll it once after another.
- Sometimes explosions happen in contrary to Common SenseTM due to either explosions happening when the result is already clear or due to the 6=7.
- Example: pools of d6, any roll of 6 is a success: No explosion would be necessary (as 6 is achieveable)
- Example 2: pools of d6, rolls of 7 are a success: No explosion would be necessary (as 7 is 6+1 and scoring at least a 1 would be guaranteed on an explosion roll)
- Example 3: pools of d6, rolls of 8 are a success: Explosions need to happen.
- the arguably easiest die to explode might be the d10, as the explosion roll just changes the last digit, unless it explodes again.
- There is a way to achieve a continuous distribution: any explosion-die gets a modifier of -1. This will look like this AnyDice. It does get rid of the "6=7" problem on the cost of involving math.
Practical test
As these thoughts are by far not a mathematical proof, I did a practical survey in my college RPG club. This survey started with 2 (and a half) people going through it, so it does not qualify to be a statistically valid test as of now.
Test procedure
Participants have 60 seconds to solve as many questions per column as they can. The columns are:
- sums of 2d6. Participants need simply sum up all subcolumns.
- sums of 3d6. As 1.
- sums of 2d10. As 1.
- sums of 3d10. As 1.
- simulated 1d100 made from 2d10. Participants just need to write down the columns in the very same order and replace 0 0 with 100.
- using the L5R system with a “roll 4 keep 2”. Participants have to decide which two of the four give the highest combination.
- using the “highest 3 out of 4d6”. As 6, but summing up 3 for highest. Effectively this is the same as "roll 4 keep 3".
- using exploding dice on the sum of 4d6. The explosion-rolls are simulated in the shape of 6 extra columns.
- using exploding dice as in Shadowrun 3rdEd with a pool of 6d6. This column was tested twice:
- with difficulty 6 just the left block is actually needed. This is actually the same test as column 10 but with a pool 1 larger.
- with difficulty 8 using both blocks is mandatory.
- using exploding dice in the Mekton system: 1d10 with 3 columns simulating the explosion
- using pools: Shadowrun 4th with 5d6
- using pools: cWoD: 5d10, difficulty 6, no speciality
The Test Sheets are arranged in columns with an empty line as a placeholder for the answers, the correct answers are calculated by the computer and provided in the very same print-size, allowing to quickly to check the answers against the correct results.
Preliminary Results
Up to now, the number of participants is too low to grant fundamental results. However, there are first indicators for some points worth of notice:
- The time difference between summing up 2d6/2d10 and 3d6/3d10 is small.
- summing up d10 is slower than d6.
- Roll & Keep is slower than straight summing up.
- Roll & Keep is prone to an error deriving from mixing up the correct number to keep: 13 of the errors in column 7 come from this.
- The Mekton system is as fast as summing up 2d10 and the participants have been equally reliable.
- pool evaluation systems (column 11 & 12) for (partial) success with pools of 5 are equally fast to be parsed by players as they sum up 2d10 to 3d10. However, more errors happen in the process.
- Exploding dice systems (column 8, 9b) with more than 1dN are considerably slower than any other tested systems - even bordering twice the average time of a non-exploded roll of the same pool (9 vs. 9b: 1.15s vs 2.00s).
- Exploding dice are considerably prone to miscalculation or miscounts.
TL;DR:
- Try to keep complex math to a minimum!
- Reduce the number of dice to be summed up to a minimum - 1 is easy, 2 is still good, 3 is somewhat ok,
- d% is a pretty good die: it is easy (as you don't really sum up... just append)
- Pool-Evaluation for (partial) success is (in the tested cases) not that much slower than summing up pools.
- Roll & Keep is somewhat problematic but has very interesting results - and while the test showed that it can be prone to error, it is timewise (for small pools) on par with evaluating pools of a roughly equal size.
- Exploding dice are tricky and slow down evaluation considerably (2s & 3.15s per test instead of times usually <0.8s)
- There is a point at which rolling might become a formality as success or failure are guaranteed (or at least have a chance of 99.4%).