Welcome to OddFall, a place where luck is not random, it is a force with a temper.
In OddFall, your dice pool is your footing in a world that rewards balance and punishes greed. Even rolls feel like finding solid ground, your score climbs and your power spreads. Odd rolls hit like a sudden drop, points bleed out, dice vanish, and the fall accelerates.
Every round is a story beat, build momentum, risk a surge, survive the spiral. Push too far and the OddFall comes for you, three fails and you are out. Play solo as a climber trying to reach stability, go PvP in a contest of brinkmanship with reactive blocks, or use Sandbox Mode to run it like a narrative engine, where the D100 plus modifier becomes your "fate roll" for miracles, disasters, and turning points.
OddFall Dice Game
Victoria Zajac (2025)

Created and authored OddFall: Core Rulebook (2025 Edition), an original parity-driven dice pool game set in OddFall, a setting built around the tension between momentum and collapse. Designed the core system where even rolls grow both score and pool, while odd rolls drain both, producing high-stakes timing decisions under a capped progression model.
Developed fail-state and elimination logic, three win conditions, and multiple play modes including solo (PvSelf), competitive PvP with an optional reactive D20 block system, and sandbox narrative play, plus a high-stakes D100 plus modifier subsystem for advanced encounters and climactic turns.
Solo Mode
PvSelf - Climber trying to reach stability
PvP Mode
Contest of brinkmanship with reactive blocks
Sandbox Mode
Narrative engine with D100 fate rolls
Play-test Results

Playtests showed clear strategy identities and healthy volatility. High-risk builds produced the biggest swings, with Glass Cannon spiking to major gains early and again around Round 4, while Comeback Specialist demonstrated a dramatic crash-and-recovery pattern, validating the game’s push-your-luck tension. More conservative lines, like Safe Climber, Pool Master, Spike Blocker, and Dice Strategist, stayed closer to baseline with steadier, smaller deltas.
Perceived difficulty also ramped cleanly across the full 10-round arc, rising from ~2–4 in the early rounds to ~6–7 mid-game, then peaking around 8–9 in the late game, supporting a strong escalation curve and an endgame that feels earned.