RPG System Guide

Vampire: The Masquerade: Dice & Strategy Guide

A game of predators wearing human faces, where the dice track not just success but the Beast straining beneath. Here is how the d10 pools work in V5 and the classic editions.

Vampire: The Masquerade casts you as one of the undead, balancing your remaining humanity against the predatory Beast within. Across its editions the dice have always been pools of ten-sided dice where you count successes — but the current edition, V5, adds a brilliant wrinkle that puts your character’s Hunger right into the dice you throw.

What dice VtM uses

Vampire uses ten-sided dice (d10) in a dice-pool system. You build a pool by adding an Attribute to a Skill (for example Strength + Brawl, or Manipulation + Subterfuge), then roll that many d10 and count how many come up as a success.

In V5, a die is a success on a 6 or higher. You compare your total successes to a Difficulty (a number of successes the task requires); meet or beat it and you succeed. A pair of 10s counts as a critical, granting a stronger outcome. The classic editions (Revised and earlier) instead set a variable target number per roll — typically needing each die to show a certain value or better — but the core idea of counting successes across a d10 pool is the through-line of the whole game.

Hunger dice

V5’s defining mechanic is Hunger, rated 0–5, representing how badly your vampire needs blood. When you roll, a number of your dice equal to your current Hunger are a different colour — the Hunger dice — and they replace ordinary dice in the pool rather than adding to it. They still count successes normally, but their 1s and 10s carry teeth:

  • A messy critical occurs when your critical (a pair of 10s) includes a 10 on a Hunger die — you succeed, but the Beast takes the wheel and the result turns ugly and public.
  • A bestial failure occurs when you fail a roll and a Hunger die shows a 1 — the failure comes with a Beast-driven complication, a stain on your Humanity, or worse.

The higher your Hunger, the more dice carry that danger, so feeding is not just flavour — it changes the odds on your very next roll.

Willpower and re-rolls

Willpower is the resource that lets you push through. In V5 you can spend a point of Willpower to re-roll up to three ordinary (non-Hunger) dice, a reliable way to turn a near-miss into a success on a roll that matters. Willpower also fuels resisting certain influences and steadying your character’s resolve, so it’s a limited pool worth spending on the rolls you cannot afford to lose.

How a scene plays out

Much of Vampire is social and investigative rather than combat-driven. When an outcome is uncertain, the Storyteller sets a Difficulty, you assemble the relevant Attribute + Skill pool (swapping in your Hunger dice), roll, and count successes. Contested actions pit two pools against each other. Combat resolves the same way — an attack pool against a defence — but violence risks the Masquerade and the attention of other predators, so it is rarely the clean solution it looks like.

Winning and effective strategy

  • Manage your Hunger. This is the whole game in miniature. Feeding lowers Hunger and shrinks the number of dangerous dice in every future pool; running high on Hunger to “save time” invites messy criticals and bestial failures at the worst moments. Feed on your own terms, before the important scene, not during it.
  • Spend Willpower on pivotal rolls. Re-rolling three ordinary dice can rescue a crucial social gambit or a life-or-death defence. Hold it for moments that decide the scene rather than trivial checks.
  • Lead with social play. Vampire rewards intrigue, seduction, intimidation and manipulation far more than brawls. A strong Social pool and the right Discipline often win a conflict without a single point of damage — and without breaking the Masquerade.
  • Weaponise your Disciplines. Your clan’s vampiric powers (Dominate, Presence, Obfuscate, Celerity and the rest) add dice or bypass rolls entirely. Build a character whose Disciplines reinforce the pools you rely on.
  • Protect the Masquerade and your Humanity. Reckless feeding and public violence stain your Humanity and expose your kind; playing carefully is both good survival and the point of the game.

Beginner tips and common mistakes

  • Hunger dice replace, they don’t add. They’re part of your pool, not extra dice — a common first-session mix-up.
  • Don’t ignore your Hunger track. Letting it climb unchecked is the fastest way to lose control at a dramatic moment.
  • Remember 6+ succeeds in V5. If you’re used to needing high rolls elsewhere, note that fully half the die faces are successes here.
  • Talk before you bite. New players reach for violence; Vampire is a game of politics, and combat often creates more problems than it solves.
  • Know which edition you’re playing. V5’s 6+ successes and Hunger dice differ from the classic variable-target system — check with your Storyteller so your maths matches the table.

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