⚔️Fighting Fantasy - Combat Simulator & Probability Calculator⚔️
Will You Survive?
Enter your stats below, set your Luck strategy, then roll the dice thousands (or millions) of times at once to reveal your odds of victory.
🗡️ You, the Adventurer
👹 The Enemy
How you'll spend your Luck
Testing Luck is a gamble: win and the wound swings your way, lose and it swings against you. Each test also burns a point of Luck. Pick how boldly you play.
Results
Skill difference reference chart
Skill is highly important in the Fighting Fantasy combat system. It decides which side lands each blow, so it matters more than anything else.
The tool below adds to the combat simulator and generates a chart which shows the pure effect of the Skill gap between you and your enemy at whatever Stamina scores you choose. No Luck is tested here, just enter a Stamina score for each side, then read down to your Skill and across to the enemy's to see your chance of victory.
Stamina? We hear you say. Why does that matter to Skill? Well the Skill gap decides the fight, but Stamina sharpens it.
The more Stamina both sides carry, the longer the battle runs and the more the higher-Skill fighter's per-round edge compounds, so a Skill lead is worth more at high Stamina and a deficit hurts more.
Every cell in the table is calculated by simulating 10,000 fights for that exact pair of Skill scores and the Stamina scores you input. As it's a simulation, each percentage may wobble by around a percentage point from one build to the next.
Try inputting equal Stamina on both sides and you'll see the equal Skill score chances of victory sit at almost exactly 50%, because the fight is then perfectly symmetric. Give one side more Stamina and that whole row or column shifts in their favour.
Your own duel may differ once Luck comes into play, so use the combat simulator above for a specific matchup.
How the combat simulator works, and what it assumes
Each fight is played out using the standard Fighting Fantasy combat rules, then repeated many thousands of times to estimate your chance of winning. Nothing here is a formula; it is the real dice sequence, simulated over and over. The rules it follows:
- Each Attack Round, both sides roll two dice and add their Skill to get an Attack Strength. The higher Attack Strength wins the round and wounds the loser. If the two are equal, both miss and no damage is dealt.
- A wound costs the loser 2 Stamina points. The fight continues, round after round, until one side reaches 0 Stamina, which is death.
- Skill stays fixed throughout the battle. Only Stamina and Luck change as the fight goes on.
For Test your Luck, the calculator follows the rules exactly: you roll two dice, and you are Lucky if the total is equal to or less than your current Luck, otherwise Unlucky. Every test costs 1 Luck point whatever the result. When you wound the enemy and test, being Lucky deals 4 damage instead of 2, while being Unlucky deals only 1. When the enemy wounds you and you test, being Lucky reduces the wound to 1, while being Unlucky increases it to 3.
How boldly you gamble your Luck is set by the Luck strategy above, and the odds shift depending on which you pick. The key number is 8: at Luck 8 a test succeeds about 72% of the time, and below Luck 7 you are more likely to fail than succeed, so that is the break-even line the sensible strategies watch. The four choices behave like this:
- Never makes no tests at all. Luck is hoarded and never spent, so your odds come purely from Skill and Stamina. This is the clean baseline.
- Only when it pays tests, on attack and defence alike, only while your Luck is 8 or higher, that is, only while the gamble is more likely to help than hurt. It naturally falls silent once Luck drains toward 7, so you never throw away tests you would probably lose.
- When cornered saves Luck for survival. It rarely gambles on attacks, and holds defensive tests back until your Stamina has dropped to half or less, then spends them to soften wounds when a single extra hit could kill you. It knowingly takes some below-break-even tests, because avoiding death is worth more than the average damage swing.
- Every chance tests on every wound, for or against, as long as success is even possible. It burns Luck fastest and takes losing bets once Luck falls below 7, so it often does slightly worse than "Only when it pays" despite gambling more. It shows the ceiling of what Luck can do.
In every case a test costs 1 Luck whether it wins or loses, which is why spending it lowers your odds on all later tests. A few further assumptions worth stating plainly:
- The enemy never tests Luck, since standard Fighting Fantasy monsters have no Luck score. Only the adventurer gambles.
- The fight is treated as a straight duel to the death, with no fleeing, no instant-death traps, no special weapons or spells, and no mid-fight bonuses. Individual paragraphs in a gamebook often add such twists, and those are not modelled here.
- Results are an estimate. The more fights you simulate, the closer that estimate sits to the true odds, so a million fights gives a steadier figure than ten thousand. Real dice, of course, honour no averages.

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