Dice Roller

Pick a die and roll — or type dice notation like 2d6+3. Fair results, right in your browser.

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    Dice notation, probability, and why a fair RNG matters

    Tabletop games settle disputes with dice because a die is cheap, physical, and (mostly) impartial — but a physical die can be shaved, warped, or dropped on a slope, and rolling eight six-sided dice for a fireball by hand is slow. A dice roller solves the mechanical half of that problem: it produces the same range of outcomes as the physical object, at any quantity, with a random source that doesn't degrade the way a worn plastic die does. That matters for anything scored by chance — a Dungeons & Dragons attack roll, a Yahtzee turn, a board game that moves a token, or a classroom probability demonstration.

    The shorthand that makes this practical is dice notation. It was popularized by tabletop RPGs in the 1970s as a compact way to write "roll some dice and add a number" inside a rulebook, and it has since become the default way games, apps, and even spreadsheet formulas describe a roll.

    Reading and entering dice notation

    1. Notation is written as count "d" sides, optionally followed by + or and a flat modifier — no spaces, no other symbols.
    2. The count can be left out when it is 1: d20 means the same thing as 1d20.
    3. The modifier is added once to the total after every die has been summed, never to each individual die.
    4. Type it into the notation field and press Roll; the notation box overrides whatever die buttons and quantity are selected, so you don't need to also set them.

    Why the total isn't flat like a single die

    A single die is uniform: every one of its faces has exactly the same chance, 1 in the number of sides. Add a second die and that stops being true, because the total is a sum, and sums have more ways to hit the middle than the edges. Roll one d6 and a 1 is as likely as a 6. Roll two d6 and a 7 is six times more likely than a 2, because only one combination (1+1) makes 2, while six combinations (1+6, 2+5, 3+4, 4+3, 5+2, 6+1) make 7. The more dice you pool, the more the total clusters around its average and the rarer the extreme rolls become — the same shape that shows up whenever independent random amounts are added together.

    Two general formulas for N dice with S sides and modifier M
    Minimum total = N × 1 + M · Maximum total = N × S + M · Average total = N × (S + 1) / 2 + M

    Worked examples

    Damage roll — 2d6+3
    Two six-sided dice, add 3. Range: 2×1+3 = 5 to 2×6+3 = 15. Average: 2 × 3.5 + 3 = 10. A result of 4 and 6 on the dice gives 4+6+3 = 13 total.
    Attack roll vs. armor class — d20+5 against AC 16
    You hit if the total meets or beats 16, so the raw d20 must show at least 16 − 5 = 11. Eleven faces out of twenty (11 through 20) succeed, so the hit chance is 11/20 = 55%.
    Area damage — 8d6 (a classic fireball)
    Eight six-sided dice, no modifier. Range: 8 to 48. Average: 8 × 3.5 = 28 — useful for judging whether a spell is "about average" before you even see the individual dice.

    Sum probabilities for 2d6

    TotalWays to roll itProbability
    2 or 121 / 362.8%
    3 or 112 / 365.6%
    4 or 103 / 368.3%
    5 or 94 / 3611.1%
    6 or 85 / 3613.9%
    76 / 3616.7%

    By contrast, a d20 has no "middle bump" at all — every face from 1 to 20 sits at a flat 5%, which is exactly why d20 systems use a single die for pass/fail checks (any target number is easy to reason about) and reserve multi-die pools like 2d6 or 8d6 for damage and other quantities that should cluster near an average.

    Common mistakes

    What this tool doesn't do

    It rolls and sums independent dice — it does not implement house rules that change the math, such as dropping the lowest die, exploding dice that reroll on a max face, or rolling twice and keeping the higher result (advantage). Any of those can still be done manually: roll the pool once for a normal result, or roll it twice and compare the totals yourself for an advantage-style check. And while a cryptographic RNG is more than fair enough for games, quizzes, and giveaways, it is not a substitute for a hardware random source in contexts that need certified, audited randomness, such as lotteries or gambling regulation.

    Sources & further reading

    Frequently asked questions

    Are these dice fair and truly random?

    Yes. This dice roller uses your browser's cryptographic generator, crypto.getRandomValues, with rejection sampling — it throws away the small leftover range instead of using a plain modulo, so there is no modulo bias and every face is equally likely. If a browser has no crypto generator, it falls back to Math.random and shows a note, so a roll is never blocked.

    Which dice can I roll?

    All the standard polyhedral dice: d4, d6, d8, d10, d12, d20 and d100. Need something unusual? Type any custom number of sides from 2 to 1000, so this virtual dice roller works as a d3, d16, d30 or any die your game asks for.

    How do I use dice notation like 2d6+3?

    Dice notation is written as count-d-sides with an optional modifier: 2d6+3 means "roll two six-sided dice and add 3", d20 means "roll one d20", and 4d8-2 means "roll four d8 and subtract 2". Type it in the notation box and press Roll — the notation overrides the buttons for that roll and the total already includes the modifier.

    Is anything sent to a server?

    No. When you roll a dice online here, every roll happens locally in your browser — no accounts, no ads and nothing is uploaded. You can even install it as an app and keep rolling offline.

    Can I roll many dice at once for D&D or board games?

    Yes. Set the number of dice up to 100 and add a single modifier to the total — handy for a fistful of DnD dice, a d20 attack with a bonus, or a board-game handful. Each die is shown separately and your last 20 rolls are kept in the roll history so you can check a previous result.