Easy!
First, we want the average, to know what a die is worth and get a feel for possible difficulty ranges (difficulty 4 on 1d6 is not the same as on 2d6, after all).
With one die, you have 5/6 successes (anything but a 1) and a 1/6 chance of rolling another die - which is worth 5/6 successes and a 1/6 chance...
So that's 5/6 + 1/6 * 5/6 + 1/36 * 5/6 + ... = 5/6 * (1 + 1/6 + 1/36 + ...) = 5/6 * 6/5.
Meaning you get (on average) 1 success per die.
This does not give you the detailed distribution (there is a chance of getting 9001 successes on a single die, after all), but helps to set expectations. Over the long term, someone with 2 dice will manage a difficulty 2 task fairly often, for instance.
Next, we want to look at the variance, to get a first pass estimate of how much a die will vary from the average.
The standard deviation is a bit more challenging to compute, so we use a few shortcuts. First, we compute the average of the square of the number of successes (so 0 on a roll of 1, 1 on a roll of 2-5, 4 on a roll of 6 followed by 2-5, etc.). This gives us (skipping a few steps) 25/36 * (1 + 4/6 + 9/36 + 16/216 +...). Skipping a few more steps, we get 1.4, so the final variance is 1.4 - 1 = 0.4 (we subtract the square of he mean).
A coin flip granting either 0 or 2 successes has an average of 1 success, and a variance of 1, so your results are less random than what you'd get with a coin flip (or 2 successes on 4+ with a d6). This suggests that results will rarely vary from the expected value, so your range of difficulties will be limited.
A variance of 0.4 means that if you roll 5 dice (total variance 5 * 0.4 = 2), you expect the number of successes to vary by sqrt(2) = 1.4, so most of the time you'll get between 4 and 6 successes. With 10 dice, you get sqrt(4) = 2, so most of the time you're between 8 and 12 successes. Adding a die is a significant increase is skill and a difference of a few points in difficulty is hard to overcome.
Finally, let's look at the statistics for low numbers of dice, where the effect of the law of large numbers is reduced and so estimates using the variance are less reliable.
1 die
0 successes: 1/6
1 success: 25/36 (4/6 direct, 1/6 * 1/6 of rolling 6 followed by 1)
2 successes: 25/216 (4/36 direct, 1/36 * 1/6 of rolling 6, 6, 1)
3 successes: 25/1296
...
This is an exponential curve, decaying fairly quickly, with the odds of getting N+1 successes are 1/6 the odds of getting N successes (for N > 0).
2 dice
0 successes: 1/36 (none from either die)
1 success: 50/216 (none from one die, one from the other - either 0, 1 or 1, 0)
2 successes: 675/1296 (0, 2 or 2, 0 for 50/1296 plus 1, 1 for 625/1296)
3 successes: 1300/7776 (0, 3 or 3, 0 for 50 plus 1, 2 and 2, 1 for 1250)
4 successes: 1925/46656 (0, 4 for 50, 1, 3 for 1250, 2, 2 for 625)
5 successes: 2550/279936 (0, 5 for 50, 1, 4 and 2, 3 for 1250 each)
...
This is a bit more complicated, but the exponential decay is still there once you get past the average (2 successes in this case).
Successes | 1 die | 2 dice |
---|
0 | 17% | 3% |
1 | 69% | 23% |
2 | 12% | 52% |
3 | 2% | 17% |
4 | 0.3% | 4% |
5 | 0.05% | 1% |
With 1 die, you get 1 success quite often, and are in the 0 to 2 range 98% of the time. With 2 dice, you get a variance of 0.8, so you expect about +/-1 success on average, which is definitely the case (92% of the time!). Three dice have a variance of 1.2, so not much more variation - outliers will be a bit more common, but I expect you'd still be in the 2-4 range around 90% of the time.