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Free Dice Roller & Odds Calculator

Type dice notation to roll it, see the exact odds of every total, and find your chance of beating a target.

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What is a Dice Roller & Odds Calculator?

This dice roller reads standard tabletop dice notation, rolls it for you, and works out the exact chance of every total. It handles sums like 2d6+3, keep and drop such as 4d6 drop lowest or advantage, percentile and Fate dice, exploding dice and targets.

Add a target such as >= 15 to get the chance of success, the number most players want before rolling. Odds are exact, not simulated: dice are combined total by total, keep and drop rolls are worked out from every possible outcome, and exploding dice are followed five rerolls deep.

Key Features

Full Dice Notation

NdX, d%, dF, constants, plus and minus.

Keep and Drop

Advantage, disadvantage and 4d6 drop lowest.

Exact Odds

The chance of every total, and of reaching it.

Target Chances

Add >= 15 to see your chance to succeed.

Roll History

The last ten rolls, with dropped dice struck through.

Perfect for everyone

  • Tabletop roleplayers
  • Game masters
  • Board gamers
  • Game designers and teachers

How to Use the Dice Roller & Odds Calculator

Type the dice the way a rulebook or character sheet writes them, or choose a common roll from the list. The Roll view rolls them as often as you like, while Chances and Stats show the odds behind every roll, so you can see whether a bonus or a different die is worth it.

1

Type the Dice

Such as 2d6+3, or pick a common roll.

2

Add a Target

Add >= 15 to get the chance of success.

3

Roll

Press Roll; dropped dice show struck through.

4

Read the Odds

Chances lists every total; Stats sums it up.

Worked Examples

Rolls, Worked Out

Each row is a roll from tabletop games, from a d20 attack to a Fate skill check, including a couple of typing slips. Each answer is this tool’s odds, stats or check, worked out exactly rather than by rolling many times, so the same notation always gives the same figures.

REF_001An attack roll against armour class 15

“1d20+5 >= 15”

REF_002Rolling an ability score, lowest die dropped

“4d6dl1”

REF_003Rolling with advantage

“2d20kh1”

REF_004The same attack with disadvantage

“2d20kl1+5 >= 15”

REF_005Fate dice with a +2 skill

“4dF+2”

REF_006Fireball damage

“8d6”

REF_007An exploding six-sided die

“1d6!”

REF_008Two six-sided dice, total by total

“2d6”

REF_009Keeping more dice than were rolled

“3d6kh4”

REF_010A sum with nothing after the plus

“2d6+”

Notation Reference

Dice Notation

Dice notation writes a roll as the number of dice, a d, and the number of sides, with extras for keeping, dropping and exploding. This is the notation this roller reads, which matches what most virtual tabletops accept. Spaces are ignored and letters can be upper or lower case.

01 / NDX

NdX

Roll N dice with X sides and add them; d20 means 1d20.

“What does 3d8 mean?”

02 / ITEM

+ and −

Add or subtract dice and numbers, as in 2d6+1d4−1.

“Can you subtract dice?”

03 / D

d%

Percentile dice, from 1 to 100.

“What is d% short for?”

04 / DF

dF

A Fate die: −1, 0 or +1.

“What range does 4dF cover?”

05 / KHN

khN and klN

Keep the N highest or lowest dice.

“What is advantage?”

06 / DLN

dlN and dhN

Drop the N lowest or highest dice.

“What is 4d6dl1?”

07 / ITEM

!

Explode: roll again and add when a die shows its top face.

“When does a d6 explode?”

08 / ITEM

>= N

Compare the total with a target to get the chance of success.

“What does >= 15 add?”

How the Odds Are Worked Out

Every number on this page is exact. Nothing is estimated by rolling thousands of times, so the chances add up to precisely 100% and match what the dice really do over many rolls.

One Die

Each face of a fair die is equally likely: 1 in 6 on a d6, 1 in 20 on a d20.

Adding Dice

Two dice are combined by pairing every face of one with every face of the other, which is why middle totals are more common.

Keeping and Dropping

Every possible roll of the whole group is listed and sorted, then the kept dice are added up.

Exploding Dice

Each explosion adds another roll on top; the odds follow five explosions per die.

Common Rolls Explained

Some rolls come up in almost every session. Knowing their odds helps players decide when to take a risk and helps game masters set fair targets, and each one below can be checked in the Stats view.

1d20 Against a Target

Each +1 bonus adds 5 percentage points to the chance of success.

Advantage

2d20 keep highest averages 13.8 instead of 10.5.

Disadvantage

2d20 keep lowest averages 7.2.

4d6 Drop Lowest

The standard way to roll ability scores, averaging about 12.2.

2d6

7 is the most likely total, a sixth of all rolls.

Reading the Odds

How to use the chances and stats views to make better decisions at the table, or when designing a game. The same few habits answer most questions about whether a roll is worth making.

Tip 01

Use At Least

The at-least column is your chance to reach a total or more.

Tip 02

Compare Bonuses

Change +5 to +7 and watch the target chance move.

Tip 03

More Dice, Less Swing

3d6 clusters near the middle more than 1d18 does.

Tip 04

Average Isn’t Typical

Exploding dice have long tails that pull the average up.

Tip 05

Check Before Designing

Make sure a target is possible before writing it into rules.

Setting a Target

Add a comparison to the end of the notation and the Stats view gives the chance of success alongside the usual numbers. It works with every kind of roll, from a single d20 to a pool with dice dropped.

>= and >

Meet or beat a number, as for armour class, difficulty classes and most skill checks.

<= and <

Roll under a number, as for percentile skills or games where low is good.

Impossible and Certain

The check warns when a target can never be reached or can never be missed.

How Keep and Drop Change the Odds

Rolling extra dice and setting some aside is a simple way to make results better, worse or more reliable, and it changes the shape of the odds as well as the average. The Chances view shows the full curve for any of these.

Advantage

Keeping the higher of two d20s lifts the average by over three points and doubles natural 20s.

Disadvantage

Keeping the lower does the opposite, making high totals rare.

Drop Lowest

4d6 drop lowest skews ability scores upward and makes 3s very rare.

Dice Pools

Keeping a few dice from many favours high totals more as the pool grows.

Dice Notation Pitfalls

Small typing slips that quietly change a roll, or stop it from being read at all, usually found mid-session at the worst moment. The check view reads the notation back in words, which is the quickest way to confirm a roll means what you intended.

Tip 01

Keep vs Drop

kh1 keeps one die; dh1 drops one, which isn’t the same on 3 dice.

Tip 02

Missing Signs

2d6 3 isn’t read; write 2d6+3.

Tip 03

Too Many Kept

You can’t keep more dice than you rolled.

Tip 04

Exploding and Keeping

Pick one; together they’re ambiguous between games.

Tip 05

Huge Pools

Very large keep rolls have too many outcomes to count exactly.

Dice in Popular Game Systems

Different games build their rules on different rolls, and the notation covers all of the common ones. These are typical examples of what players type into a roller for each style of game.

d20 Games

Roll 1d20 plus a modifier against a target number, with advantage and disadvantage in fifth edition.

Fate

4dF plus a skill against a difficulty; results cluster tightly around zero.

Savage Worlds

Trait dice explode on their top face, a rule the game calls aces.

Powered by the Apocalypse

2d6 plus a stat, where 10 or more is a full success and 7 to 9 a partial one.

Percentile Games

d100 rolled under a skill, as in many horror and historical games.

Who Uses a Dice Roller

Anyone who needs dice without a bag of them to hand, or who wants to know the real odds before committing to a roll. It works on a phone at the table as well as on a laptop during prep.

Players

Roll attacks and checks when dice aren’t at hand.

Game Masters

Set targets that are hard but possible.

Game Designers

Balance abilities and items by their odds.

Board Gamers

Settle how likely a roll really is.

Teachers

Show probability with a familiar example.

Frequently Asked Questions