To make things easier to write, I'll use the word "win" to mean "meet the criterion" and "lose" for "not meet the criterion."
There are a lot of different ways to designate "winning" and "losing" results on dice. For example, some people might roll a single die $4$ times
(or roll $4$ different-colored dice, always reading the red die first, then
the orange die, and so forth).
This generates $6^4 = 1296$ possible results, all equally likely,
so there is always some set of outcomes whose probability is within
$0.1\%$ of any probability you want between $0$ and $100\%.$
If you don't like that technique,
by rolling two dice and adding the numbers you get a result from $2$ to $12.$
The probabilities of each sum are such that you can precisely model any
multiple of $1/36$ probability by assigning some subset of the possible sums to the "winning" category.
For example, to model a probability of $13/36,$ roll two dice and win if the sum is $3,$ $6,$ or $7.$
To model any multiple of $1/1296$ probability, you roll once with some set of "winning" sums, roll again if the sum is $12$ (with a possibly different set of "winning" sums on the second roll); any other roll loses.
If you are willing to put numbers greater than $6$ on your dice then you can
(for example) label one die $1,2,3,4,5,6$ and another die
$1,7,13,19,25,31,$ which lets you roll any sum from $2$ through $37$
(inclusive) with equal probability.
This makes a table easier to write:
for example, for a probability of $30\%$ you would specify the number
sequence $27,9,$ meaning that you win if you roll greater than $27$ on the first roll and lose if you roll less, but if you roll $27$ exactly then you
roll again and win if you roll at least $9.$
If you allow a second re-roll then you can get much closer than
$0.1\%$ to any probability.
In fact, there are schemes for modeling any rational probability exactly,
as long as you are willing to keep re-rolling until some condition is achieved (which will happen eventually with probability $1.$)
See Eight-sided dice from six-sided dice and Creating unusual probabilities with a single dice, using the minimal number of expected rolls for examples.
There are, in fact, many possible ways you could organize the rolling of dice to model any particular probability (either approximately or exactly); there is not one canonical way to do it.
It is a matter of personal preference to decide what kind of scheme you will use.