Dice Roller
Roll multiple dice instantly. Choose from d4, d6, d8, d10, d12, d20, or d100. Perfect for tabletop RPGs, board games, and game nights.
How to Roll Dice Online
Pick the die size (d4, d6, d8, d10, d12, d20 or d100), set how many you want, hit Roll. The total and individual rolls show together so you can read off both at once. Default is one d6 because that is what most board games need; tabletop players will usually swap to a d20.
The seven dice types cover every common tabletop need. d6 for Monopoly, Yahtzee and Settlers. d20 for D&D attack rolls. d100 (a 'percentile' die, usually two d10s) for Call of Cthulhu sanity checks or random encounter tables. d4 for damage on a small weapon, d8 for a longsword. If you are running a campaign and your physical dice bag is at a friend's house, this works as a stand-in for any system.
Are Online Dice Actually Random?
They use a pseudo-random number generator seeded by the browser, which is statistically indistinguishable from a fair physical die for game purposes. You will never spot a pattern in 100 rolls of a d20. The cryptographic point that 'true random' requires hardware entropy is real but irrelevant: nobody at your D&D table is doing chi-squared tests on your saving throws.
If you do want to be paranoid, the maths still favours the digital roll. A real d20 has manufacturing variance, gets dropped, chips, sits unevenly on a sloped table. Casino-grade precision dice cost Β£15 each and have to be replaced every few months in Vegas. Your browser's RNG was built by people who write banking software.
Reading Multi-Dice Rolls in TTRPGs
When a spell says '4d6' it means roll four six-sided dice and add them up. The roller does this in one click. '4d6 drop lowest' is the standard D&D ability score method: roll 4d6, throw away the lowest die, total the remaining three. Average roll using that method is about 12.24, versus 10.5 for a flat 3d6.
Some systems use 'advantage' (roll twice, take higher) or 'disadvantage' (roll twice, take lower). For an attack roll with advantage on a d20, your effective hit chance against AC 15 jumps from 30% to 51%. That is a much bigger swing than most players realise, which is why D&D 5e uses it as a substitute for granular bonuses. Use the [random number generator](/random-number-generator) for anything outside fixed dice sizes, like 1-37 for a roulette wheel.
Common Dice Notations Cheat Sheet
TTRPG notation is XdY+Z. X is the count, Y is the die size, Z is a flat modifier. So 2d6+3 means roll two six-sided dice and add 3 to the total, giving a range of 5 to 15 with an average of 10. The die count goes before the d and the modifier goes after.
Some systems extend the notation. 3d6kh2 means roll 3d6 and keep the highest 2. 2d20kl1 means roll twice and keep the lowest (D&D disadvantage). For most table use, you only need plain XdY plus a few practiced shortcuts. If you are also running a campaign budget, the [D&D cost calculator](/dnd-cost-calculator) breaks down what books and minis actually cost.
Frequently Asked Questions
What is the average roll on a d20?
10.5. The probability is uniform across all 20 faces, so the expected value is (1+20)/2 = 10.5. Over a long campaign you will roll above and below this in roughly equal measure. Critical hits (20) and critical misses (1) each happen on 5% of rolls.
How do I roll percentile dice (d100)?
Pick d100 in the roller and you get a single 1 to 100 result. With physical dice you would roll two d10s, one as the tens digit and one as the units (00 and 0 reads as 100). The maths is identical, the digital version just skips the step where you have to remember which die is which colour.
Can I roll multiple different dice at once?
Not in a single click on this tool, but you can roll one set then another and add the totals. For something like a fireball spell at 8d6, roll 8 d6s once. For something like 2d8+1d6 (a longsword plus sneak attack), roll 2d8, then roll 1d6, then add the modifier.
Why do tabletop systems use so many different dice?
Different probability curves. A d20 gives a flat distribution, perfect for attack rolls where every outcome should be equally likely. 3d6 gives a bell curve centred on 10-11, which feels more 'realistic' because extreme rolls become rare. d4 limits damage to a tight range; d12 lets a great-axe swing wildly. Each die is a tuning knob for designers.
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