Introduction
Call of Cthulhu 7e runs on one core roll: a d100 compared against a number on your investigator sheet. This guide covers the dice you need, how to read them without hesitating, how the Keeper sets Regular, Hard, and Extreme targets, and what happens when a roll fails.

Hot Take
Learning the d100 is not learning the game. The number matters only after the table has agreed on what the investigator wants, what is at risk, and what the result will change.
New players who understand that order stop treating every action as a test and start using their skills to make decisions. Keepers get better scenes because they can give routine information freely and reserve dice for pressure. Learn the 00 and 0 exception, know whether low meets the target, then spend the rest of your attention on the question the group is trying to answer.
The Dice You Need
Call of Cthulhu uses percentile dice, commonly called a D100, for most skill and characteristic rolls. The Keeper Rulebook also lists a D4, D6, D8, and D20, and D10 rolls appear for Sanity loss, damage, and other effects. Ideally, each player and the Keeper has their own set.
The D100 is normally two ten-sided dice rolled together: one marked in tens and one marked in units. Read the two results as a number from 1 to 100.
| Tens die | Units die | Result |
|---|---|---|
| 20 | 3 | 23 |
| 00 | 3 | 3 |
| 10 | 0 | 10 |
| 00 | 0 | 100 |
Keep the dice distinct. Two ordinary D10s also work if you choose one color for tens before rolling. Changing that decision after a bad result is technically a ritual, but not one the rules recognize.
Reading A Skill Roll
When the Keeper asks for a skill roll, roll D100 and compare the result to the listed skill value. Lower results are better. A result equal to or under the target set by the Keeper succeeds; anything higher fails.
The order matters:
- Describe the goal and approach.
- Confirm the applicable skill and stakes with the Keeper.
- Roll only if the outcome is uncertain and meaningful.
- Apply the result to the fiction.
The D100 tells the table how the risky moment resolves. It does not decide whether your investigator had the basic sense to read a sign, knock on a door, or write down a witness's name.
Know The Target Before You Roll
The Keeper chooses the relevant skill or characteristic and the difficulty. For a regular task, the target is the full listed value. For a hard task, the target is half that value. For an extreme task, the target is one fifth of it. The Keeper should reserve Hard for tasks that would challenge a professional and Extreme for the edge of human ability; an easy or routine action generally needs no roll at all.
| Task difficulty | Compare the d100 result to | What it means at the table |
|---|---|---|
| No roll | No target | The action is routine, uncontested, or does not carry meaningful uncertainty. The Keeper describes the result and play moves on. |
| Regular | Full skill or characteristic | A meaningful challenge for a capable person. This is the normal case. |
| Hard | Half the skill or characteristic | A challenge that would test a professional or a strongly capable opponent. |
| Extreme | One fifth of the skill or characteristic | An exceptional task at the edge of ordinary human capability. |
For example, an investigator with a 60% skill normally succeeds on 60 or lower. A hard version of the task needs 30 or lower. An extreme version needs 12 or lower. The target comes from the situation, not from a player deciding that a favorite skill should always use its full value.
A Lower Number Is Not Always "More Success"
The Keeper Rulebook is direct about this: a skill roll has two outcomes, success or failure, and the fifth, half, and full divisions are not grades of success. A roll below a half or fifth value does not mean the goal is achieved to a higher standard. Levels of success do matter in opposed rolls and combat, where the better success wins. The Keeper and player should first agree on the goal, then describe what achieving it means in the fiction.
That distinction prevents a common misunderstanding. If the goal is "get into the archive before it closes," a very low roll means the investigator gets into the archive. It does not automatically mean they discover every secret in the building, gain a new contact, and have time for lunch. Strong results matter when the rules or the situation call for them, but the stated goal remains the anchor.
Read Percentile Dice Without Hesitating
The d100 looks stranger than it is. One die supplies the tens digit and the other supplies the units digit. Read them together.
| What you see | Read it as | Why |
|---|---|---|
| Tens 40 and units 7 | 47 | Forty plus seven. |
| Tens 00 and units 6 | 6 | The tens die contributes no tens digit. |
| Tens 70 and units 0 | 70 | The units die contributes zero. |
| Tens 00 and units 0 | 100 | This is the one special reading to remember. |
If your dice are both ordinary d10s, designate one color as tens and one as units before the roll. Do not decide after the result appears. A permanent color assignment is faster, clearer, and much less likely to start a discussion at exactly the wrong time.
Physical Dice, Digital Dice, And Table Clarity
Physical percentile dice are convenient because one die is usually labeled 00 through 90. Two different-colored ordinary d10s work just as well. Digital rollers are fine when the group agrees on the tool and everyone can see the result.
The important part is shared reading. Say the result aloud: "I rolled 43 against 55, so that is a success." This gives the Keeper a chance to confirm the target and keeps other players engaged with the outcome. A d100 is not a private exam; it is a shared prompt for the next part of the story.
Play Call of Cthulhu, Not Just Read About It
You are already doing the reading. These Call of Cthulhu tables are looking for players right now.
See Who's Running Call of CthulhuWhen To Reach For Dice
The Keeper Rulebook makes a useful distinction: normal, uncontested activity does not need a roll. Dice enter when the story reaches tension, disagreement, risk, or a need for a definite outcome.
| Do not usually roll for... | Consider a roll when... |
|---|---|
| Driving across town in normal conditions | Someone is forcing the investigator's car off the road or time creates pressure. |
| Reading an obvious sign | The relevant record is hidden, damaged, guarded, or time-sensitive. |
| Asking a friendly contact for basic information | The contact has something to lose, needs persuasion, or may alert someone else. |
| Opening an unlocked door | Opening it quietly, quickly, or before danger arrives is uncertain. |
| Searching a room with no pressure | The room must be searched under observation, against a deadline, or while danger approaches. |
This makes dice more dramatic because they appear at moments that deserve an outcome. It also means players should describe an objective before rolling. "I want to check the desk for correspondence about the missing person" gives the Keeper a meaningful question to resolve. "I roll Spot Hidden" does not.
Failure, Pushing, And Consequences
An ordinary failed roll means the investigator did not achieve the stated goal. It does not automatically mean injury, Sanity loss, or a ruined scenario. The Keeper can describe hesitation, lack of time, incomplete information, a closed door, or a lead that requires another approach.
Sometimes a player can push a failed skill roll. This is a second and final attempt, and it must be justified in the fiction. The player describes the extra time, effort, risk, or more forceful approach that raises the stakes. A pushed roll is not "I roll again because the first number was bad."
| Initial attempt | A possible push | What becomes riskier |
|---|---|---|
| Quietly forcing a door | Put full weight against it or use a tool that makes noise. | Damage, noise, attention, or a broken tool. |
| Persuading a guarded witness | Reveal more, offer a favor, or press harder. | Reputation, refusal, an alarmed witness, or official trouble. |
| Searching a room | Turn it over or stay longer while danger approaches. | Broken evidence, lost time, or being discovered. |
| Reading someone's intentions | Ask intrusive questions or observe them too closely. | Suspicion, offense, or a changed relationship. |
Before a pushed roll, the Keeper should make the increased danger understandable. The player is choosing to escalate the attempt, so the consequences of another failure can be severe. Save the worst results for that moment, rather than treating every first failed roll as a catastrophe.
Other Dice Notation
Dice notation says how many dice to roll and which type. 2D6 means roll two six-sided dice and add them. 1D6+1 means roll a D6 and add one. When an effect lists several dice, roll each requested die and total the result.
For a broader explanation of when the Keeper calls for a roll, read How To Play.
How To Read A Formula
Dice notation is a compact instruction, not a special subsystem. Read it from left to right:
| Notation | Read it as | Example result |
|---|---|---|
D6 | Roll one six-sided die. | A 4 is simply 4. |
2D6 | Roll two six-sided dice and add them. | A 2 and a 5 total 7. |
1D6+1 | Roll one six-sided die, then add one. | A 4 becomes 5. |
2D4+1D6 | Roll two four-sided dice and one six-sided die, then add all results. | Roll each die requested; no special order is needed. |
The common non-percentile dice are d4, d6, d8, d10, and d20. You will encounter them for damage, Sanity loss, character creation, and other effects. You do not need to memorize every context before the first session. Read the notation, roll the requested dice, and let the Keeper apply the result.
A Dice Routine For New Players
Use this routine every time a roll becomes important:
- Say what the investigator wants to accomplish.
- Ask what skill or characteristic applies, if it is not clear.
- Confirm whether the task is regular, hard, or extreme, and what is at risk.
- Roll the d100 and read the number aloud.
- Compare it to the target and let the Keeper describe the immediate result.
- Update the group's notes, plan, or position in response.
This takes only a few seconds once familiar. It also prevents the two fastest ways to make a d100 game feel confusing: rolling before anyone knows the goal, and treating the number as more important than what changes in the scene.
Common Dice Mistakes
| Mistake | Better habit |
|---|---|
| Reading 00 and 0 as zero | Read the double zero result as 100. |
| Changing which die is tens after rolling | Assign colors or dice roles before the roll. |
| Rolling every time an investigator acts | Roll when uncertainty and consequences make an outcome matter. |
| Assuming a low roll always grants an extra reward | Resolve the stated goal, then follow the rules and fiction for any additional effect. |
| Pushing without changing the approach | Describe the extra effort, time, danger, or exposure that justifies a second attempt. |
| Treating an initial failure as the end of the scenario | Ask what changed and choose another route, cost, or risk. |
Where To Go Next
Read How To Play for the full action-and-consequence loop, Quick Start Guide for a first-session launch plan, and What Is Call of Cthulhu? for the broader investigation-and-horror premise. Return to the Getting Started Guide for the complete beginner path.


