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Charisma Roll

Summary

A Charisma Roll is a negotiation mechanic in Dungeon World that determines the outcome of social interactions where a character attempts to persuade, bargain, or influence others. The roll uses 2d6 plus the character's charisma modifier, with results following the standard Dungeon World resolution ladder: 10+ for a strong success, 7-9 for a partial success, and 6- for a failure or complication.

In Session 8 of the campaign, Vasso uses this mechanic when purchasing armored shoes from a vendor, rolling snake eyes (two 1s) for a natural 2, which combined with her +2 charisma modifier results in a total of 4—a failed result that leads to her paying the full asking price of 10 coins.

Details

The charisma roll mechanic follows Dungeon World's standard 2d6 resolution system. When a character attempts to negotiate, persuade, or otherwise use their social skills, the player rolls two six-sided dice and adds their character's charisma modifier. The total determines the outcome:

  • 10+: A strong success, typically resulting in a favorable outcome for the character
  • 7-9: A partial success, where the character achieves their goal but with a cost, compromise, or complication
  • 6-: A failure or GM move, where the character does not get what they want or faces consequences

The mechanic applies to various social situations including haggling with merchants, convincing NPCs to provide information or assistance, and other interpersonal challenges where charisma would be relevant.

History

Session 8

Vasso employs a charisma roll while negotiating with a shoe vendor for armored shoes. Before rolling, Dayna (who plays Vasso) announces the attempt: "I roll 2d6 for plus charisma for me real quick."

The result proves unfortunate. Dayna reports: "Oh, no, I rolled a 2 plus my 2 charisma. I get 4. I got snake eyes." With a total of 4, well below the 7-9 threshold for even a partial success, Vasso has no leverage in the negotiation and pays the vendor's full asking price of 10 coins for the armored shoes.

This instance demonstrates how even characters with positive charisma modifiers can fail at social challenges when the dice come up poorly, a core element of Dungeon World's probability-based resolution system.

Last updated 8/23/2026

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