Dice Godz: Sales Things
The Complete Rules Reference
Version 1.0 | January 2026
The heart of Dice Godz is Attainment - a universal measure that makes all dice equal in power while preserving their unique character.
Attainment = Roll / Die_Max
A Fire player rolling 3/4 ties a Water player rolling 15/20. Both achieved 75% of their potential.
Traditional RPGs let bigger dice dominate. In Dice Godz, a D4 Fire player is just as powerful as a D20 Water player - they simply express power differently. Fire strikes fast with high-risk urgency. Water flows patient with calculated precision.
| Element | Die | Roll | Attainment |
|---|---|---|---|
| Fire | D4 | 3 | 75% |
| Earth | D6 | 4-5 | 67-83% |
| Air | D8 | 6 | 75% |
| Water | D20 | 15 | 75% |
| Order | D100 | 75 | 75% |
Compare your Final Attainment against either:
Each element represents a sales archetype - a way of engaging with customers and closing deals.
| Element | Die | Archetype | Strength | Risk |
|---|---|---|---|---|
| 🔥 Fire | D4 | The Closer | Urgency, decisive asks | Burns trust if overused |
| 🌱 Earth | D6 | The Builder | Reliability, process | Rigid, too slow |
| 🌬 Air | D8 | The Scout | Discovery, networking | Scattered, avoids closing |
| 🌀 Chaos | D10 | The Breaker | Improvisation, reframes | Inconsistent results |
| ✨ Ether | D12 | The Storyweaver | Narrative, meaning | Too abstract |
| 🌊 Water | D20 | The Steward | Trust, empathy | Under-asks |
| ⚪ Order | D100 | The Strategist | Systems, analytics | Analysis paralysis |
| 💰 Money | D2 | The Coin | Binary decisions | No middle ground |
Best Moves: Close, Handle Objection, Position
Critical (roll 4): Immediate commitment unlocked - the customer says YES on the spot.
Best Moves: Propose, Follow-Up, Handle Objection
Critical (roll 6): Process locks in - next step is guaranteed, no renegotiation.
Best Moves: Prospect, Qualify, Discover
Critical (roll 8): New decision-maker contact revealed - you find the real buyer.
Best Moves: Handle Objection, Position, Prospect
Critical (roll 10): Complete reframe - the deal transforms into something better.
Best Moves: Position, Delight, Discover
Critical (roll 12): Customer becomes evangelist - referrals flow automatically.
Best Moves: Discover, Handle Objection, Delight
Critical (roll 20): Lifetime customer created - they'll never leave.
Best Moves: Qualify, Propose, Reflect
Critical (roll 100): Perfect system revealed - a template for all future deals.
NOT a playstyle - invoked only at binary threshold moments like "Do they buy today?" or "Does credit check pass?"
| Difficulty | Target | When to Use |
|---|---|---|
| Easy | 55% | Warm lead, established relationship |
| Standard | 65% | Normal sales situation |
| Hard | 70% | Skeptical buyer, competition |
| Heroic | 85% | Must win against all odds |
When you roll the maximum value on your die (4 on D4, 6 on D6, etc.), you achieve a Critical Hit. This triggers:
Your base roll can be modified by situational advantages and disadvantages.
Final Attainment = (Roll / Die_Max) + Shifts
Shifts are additive. Maximum Final Attainment is 100%.
| Condition | Shift | Example |
|---|---|---|
| Relevant tool/equipment | +5% | Using CRM for pipeline action |
| Strong advantage | +10% | Perfect case study match |
| Element beats opponent | +10% | Fire vs Water in the wheel |
| Out of element action | -5% | Water player trying to close aggressively |
| Element weak to opponent | -10% | Water vs Earth in the wheel |
Scenario: Earth player (D6) proposes to skeptical buyer with a perfect case study.
Elements follow a circular progression where each has natural advantages and disadvantages.
| Relationship | Condition | Effect |
|---|---|---|
| Strong | Beats next in wheel | +10% attainment |
| Weak | Loses to previous | -10% attainment |
| Clash | Opposite (±4 positions) | Reroll once if tied |
| Neutral | All other matchups | No modifier |
When you WIN a roll with a specific element, you impose that element's Win Condition on the situation.
| Element | Win Condition | Effect |
|---|---|---|
| 🔥 Fire | Momentum | Next action gets +5% if pressing forward immediately |
| 🌊 Water | Trust | Opponent reveals a true concern or constraint |
| 🌱 Earth | Structure | Locks in next step (meeting, quote, contract) |
| 🌬 Air | Access | Gain new contact, channel, or angle |
| ✨ Ether | Reframe | May redefine what the deal is about |
| 🌀 Chaos | Glitch | Reroll once, OR force opponent to reroll |
| ⚪ Order | Clarity | Remove one uncertainty (pricing, timeline, authority) |
| 💰 Money | Decision | Binary outcome is final, no re-negotiation |
When the attainment difference is ≥20% OR someone rolls a Critical, a Phenomenon may trigger - a dramatic narrative event.
| Combination | Name | Effect |
|---|---|---|
| Fire + Water | Steam Burst | High-pressure breakthrough, immediate pivot required |
| Earth + Air | Dust Storm | Confusion - must pause and clarify before proceeding |
| Ether + Order | Akashic Library | Perfect script/framework appears, use for future deals |
| Fire + Earth | Volcanic Forge | New product/offer created in the heat of negotiation |
| Water + Ether | Deep Current | Hidden truth surfaces, changes everything |
| Air + Chaos | Whirlwind | Multiple opportunities appear simultaneously |
| Order + Money | Fate Lock | Decision becomes binding precedent/policy |
| Chaos + Chaos | Dimensional Rift | Unexpected inbound, sudden loss, OR surprise opportunity |
Every scene is made of Moves. Pick a Move, choose an element, roll attainment, narrate the outcome.
| # | Move | Description | Primary Elements | D2D Context |
|---|---|---|---|---|
| 1 | Prospect | Find leads | Air, Chaos | Walking territory |
| 2 | Qualify | Assess fit + authority | Air, Order | "Is this the decision maker?" |
| 3 | Discover | Uncover needs | Water, Air | "What do you use internet for?" |
| 4 | Position | Story + differentiation | Ether, Fire | "Fiber in your neighborhood" |
| 5 | Propose | Offer + framing | Earth, Order | "Most pay $60-100..." |
| 6 | Handle Objection | Overcome resistance | Water, Earth, Chaos | "I need to think about it" |
| 7 | Close | Ask + commit | Fire | "Can we schedule this weekend?" |
| 8 | Follow-Up | Secure next step | Earth, Order | "I'll be back at 5pm" |
| 9 | Delight | Exceed expectations | Water, Ether | Post-install check-in |
| 10 | Reflect | Learn from outcomes | Order | Log results, find patterns |
Five NPC archetypes for door-to-door training simulation.
Mrs. Johnson | Current: Xfinity @ $89/mo | Difficulty: Hard (70%)
Weakness: Earth (facts convince her)
Pain Points: Slow speeds, price increases, bad support
Objections: "I need to think about it" | "What if service is bad?"
Win Condition to Exploit: Trust - get her to reveal true concern
Mr. Davis | Current: AT&T @ $125/mo | Difficulty: Standard (65%)
Weakness: Chaos (unexpected offers break his script)
Pain Points: Too expensive, bundled junk, locked in contract
Objections: "Can you beat their price?" | "Best you can do?"
Win Condition to Exploit: Momentum - he closes fast if you match energy
Alex Chen | Current: Spectrum @ $149/mo | Difficulty: Hard (70%)
Weakness: Ether (vision makes specs matter)
Pain Points: Upload speeds, gaming latency, not true fiber
Objections: "IPv6 support?" | "Symmetrical?" | "What router?"
Win Condition to Exploit: Clarity - remove one technical uncertainty
Maria Rodriguez | Current: Cox @ $175/mo | Difficulty: Easy (55%)
Weakness: Fire (urgency cuts through chaos)
Pain Points: Kids complain, bill rising, too busy for tech
Objections: "Don't have time" | "Husband handles this"
Win Condition to Exploit: Access - get to the decision-maker
Bob Thompson | Current: Comcast @ $210/mo | Difficulty: Heroic (85%)
Weakness: Water (trust softens his rigidity)
Pain Points: Hidden fees, speed not as promised, customer since 2008
Objections: "Been with them 15 years" | "Change is hassle"
Win Condition to Exploit: Structure - lock in a specific next step
The Coin (D2) is NOT a playstyle - it's invoked at dramatic binary threshold moments.
| Moment | Question | When to Roll |
|---|---|---|
| Door Answer | "Do they answer?" | Before any conversation |
| Spouse Available | "Is the other decision-maker home?" | During Qualify |
| Time to Talk | "Do they have 5 minutes?" | After Approach |
| Install Today | "Can we install today?" | During Close |
| Credit Approval | "Does credit check pass?" | After Close |
| Referral Given | "Will they give a referral?" | During Delight |
| Activity | XP Reward |
|---|---|
| Complete any Move | +10 XP |
| Win an opposed roll | +25 XP |
| Trigger a Phenomenon | +50 XP |
| Complete full sales cycle | +100 XP |
| Score a Critical Hit | +25 XP |
| Win multiplayer battle | +50 XP |
| Lose multiplayer battle | +25 XP |
| Level | Name | XP Required | Unlock |
|---|---|---|---|
| 1 | Seed Stave | 0 | Primary Element only |
| 2 | Sprout | 100 | +1 equipment slot |
| 3 | Branch | 300 | First Signature Technique |
| 4 | Trunk | 600 | Secondary Element access |
| 5 | Canopy | 1,000 | +5% to one Move |
| 6 | Elder Stave | 1,500 | Second Signature Technique |
| 7 | Grove Keeper | 2,100 | Third Element access |
| 8 | Forest Council | 2,800 | Mentor others (+XP sharing) |
Put your knowledge to the test in the arena.
Enter the Arena