Most skill checks use a Dominions Random Number, or a DRN. This includes virtually all Damage rolls, Attack rolls, Missile Hit rolls, and so on.
The DRN is two six-sided dice. A lower-case "drn" is one six-sided die. Any dice roll described as an "XdY" (i.e. 1d4) without saying it's open-ended is closed.
What makes this different from regular six-sided dice rolls? Well, Dominions Random Number dice explode; if you roll a 6, you make it a 5, and then you roll that die again. The extra roll is added to your total. You continue to roll until you stop rolling 6's. This is called an "open-ended" roll in-game, while regular rolls are known as "not open-ended" or "closed".
Due to how the DRN works, there are few skill checks that are utter guarantees, and determining what the result of a roll will be is even more difficult.
You could zoom in on the odds of an open-ended six-sided die's results an infinite number of times, but let's just say you only expand twice at most:
Out of 216 Closed Rolls…
Average: 3.5
Out of 216 Open Rolls…
Average: 3.930 (if the 16+ roll is ignored; ~4 otherwise)
Out of 1296 Closed Rolls…
Average: 7
Out of 1296 Open Rolls…
Average: ~8 (assuming the extra rolls add either drn average)
Most DRN rolls are in opposition to another DRN roll. The Damage roll, for example, is opposed by a Protection DRN roll. The Attack roll is opposed by a Defence roll, the Penetration roll to make many magic spells work is opposed by a Magic Resistance roll, and so on. In these three cases, a base value (typically matching the name of the roll) is added on to whatever the result is, and what happens next is determined by the value.