Dice and coin roller

Fair dice in any notation, coin flips and list picks, with the exact odds of every total.

Examples: 2d6+3, 4d6kh3 (keep the 3 highest), d20 adv, d20 dis, 3d6!, d%. Enter rolls.

Result

Press Roll. The chances of every total are listed below.

Exact chances for 2d6

Lowest
2
Highest
12
Average
7
Most likely
7

36 equally likely outcomes

At least 7
58.33% (7/12)
Exactly 7
16.67% (1/6)
At most 7
58.33% (7/12)
TotalWaysChance
212.78%
325.56%
438.33%
5411.11%
6513.89%
7616.67%
8513.89%
9411.11%
1038.33%
1125.56%
1212.78%

History

Your rolls, flips and picks appear here. They are not saved.

What this tool does

It rolls dice written in the notation used by board games and tabletop role-playing games, flips any number of coins, and picks one or more options from a list. Next to every dice expression it shows the exact probability of each possible total, counted rather than simulated: the lowest and highest total, the average, the most likely result, and the chance of rolling at least, exactly or at most a target you type.

Each face comes from your browser's cryptographic random generator (crypto.getRandomValues). A 32-bit random number is turned into a face with rejection sampling: for a die with n faces, values at or above the largest multiple of n below 2³² are thrown away and a new one is drawn, so every face has a chance of exactly 1 in n. Taking the remainder without that step would favour low faces very slightly. Nothing is sent anywhere, and the history disappears when you close the page.

Dice notation it understands

  • NdS: N dice with S sides. 2d6, 3d8, d20 (one die), d% (the same as d100).
  • Plus and minus: mix dice and whole numbers, 2d6+1d4+3 or d20-1.
  • Keep and drop: 4d6kh3 keeps the three highest of four dice (the classic way to roll an ability score), 2d20kl1 keeps the lowest, 4d6dl1 drops the lowest (same as kh3) and dh drops the highest.
  • Advantage and disadvantage: d20 adv rolls two d20 and keeps the higher, d20 dis keeps the lower.
  • Exploding dice: 3d6! rolls a die again whenever it shows its top face and adds the new roll to that die (compounding), up to 50 extra rolls. Exploding dice have no maximum, so no odds table is shown for them.

The result shows every die; a die that was dropped is struck through and labelled "dropped" for screen readers.

Reading the odds table

The table lists every total with the number of ways to make it and its chance. For 2d6 there are 36 equally likely outcomes. Only one makes 2 (1+1) but six make 7 (1+6, 2+5, 3+4, 4+3, 5+2, 6+1), so 7 comes up 16.67% of the time and 2 or 12 only 2.78%. With 3d6 the 216 outcomes peak at 10 and 11, each 27/216 = 12.5%. The more dice you add, the more the totals bunch around the middle: that is why 3d6 feels steadier than a d20, even though both average 10.5.

Advantage is where intuition fails most. A plain d20 gives 11 or more half the time. With advantage you fail only if both dice are 10 or less, (10/20)² = 1/4, so the chance becomes 75%; the average rises from 10.5 to 13.825. With disadvantage it falls to 25%, average 7.175. For four six-sided dice keeping the highest three, the average is exactly 15869/1296, about 12.24, and an 18 needs three or four sixes: 21 chances in 1296, about 1.6%. The full working is in dice probability: why 2d6 peaks at 7.

Coins, percentile dice and lists

The Coins tab flips up to 10,000 fair coins at once and counts heads and tails, listing the first 200 in order. Use it to show a class that 10 flips often give 7 and 3, while 10,000 flips land close to half and half.

For d100, the tool also shows the result the way two ten-sided dice read it: a tens die marked 00 to 90 and a units die 0 to 9. 40 and 5 is 45, 00 and 7 is 7, and 00 with 0 is 100, not zero, so the range is 1 to 100.

The Pick from a list tab draws one or several different options from lines you type, each draw equally likely and no option twice, for choosing groups, questions or presentation order. For a spinning wheel on a projector, use the random name picker.

Tips

  • Press Enter in the dice box to roll again quickly; the history keeps the last 50 results in words, ready to copy.
  • Type a target such as 15 to see the chance of meeting a difficulty before you roll.
  • Sound is off by default. Switch it on for a short rattle on each roll.
  • Need random numbers in bulk or test data instead? Try the random data generator.

Frequently asked questions

Are the rolls really random and fair?

Yes. Each face comes from crypto.getRandomValues, the browser's cryptographic generator, and rejection sampling removes the tiny bias that a plain remainder would give, so every face of a die has exactly the same chance.

Why does 2d6 land on 7 so often?

Because more combinations make 7 than any other total: six of the 36 outcomes (1+6, 2+5, 3+4, 4+3, 5+2, 6+1). That is 16.67%, against 2.78% for 2 or 12. Two dice are not a uniform 2 to 12.

Is advantage the same as +5 on a d20?

Only near the middle. For a target of 11 it lifts the chance from 50% to 75%, which is what +5 would do. For a target of 20 it lifts 5% to 9.75%, less than one extra point. On average advantage adds about 3.3 (10.5 to 13.825).

What does 4d6kh3 mean?

Roll four six-sided dice and keep the three highest (also written 4d6dl1, drop the lowest). The total runs from 3 to 18 with an average of 15869/1296, about 12.24, and 13 is the most likely result.

How do two d10 make a d100?

One die gives the tens (00 to 90) and the other the units (0 to 9); add them. The only special case is 00 and 0, which reads as 100, so results run from 1 to 100 with each exactly 1%.

Why is there no odds table for some expressions?

Exploding dice have no upper limit, and very large expressions such as 100d1000 have too many possible totals to list. The roll still works; only the exact table is skipped.