How your totals are landing: 2d6
Exact chance of each total Share of your rolls this session
Dice notation cheat sheet
Tap a notation to roll it. Averages are exact, worked out from every possible outcome.
| Roll | Used for | Range | Average |
|---|---|---|---|
| Check, save or attack d20 test | 1 to 20 | 10.5 | |
| Advantage d20 test | 1 to 20 | 13.825 | |
| Disadvantage d20 test | 1 to 20 | 7.175 | |
| Attack with a +5 bonus d20 test | 6 to 25 | 15.5 | |
| One ability score Stats | 3 to 18 | 12.24 | |
| Ability score, rolled straight Stats | 3 to 18 | 10.5 | |
| Longsword hit Damage | 5 to 12 | 8.5 | |
| Greatsword hit Damage | 6 to 16 | 11 | |
| Dagger critical hit, dice doubled Damage | 2 to 8 | 5 | |
| Fireball Damage | 8 to 48 | 28 | |
| Board game move Board | 2 to 12 | 7 | |
| Percentile table Table | 1 to 100 | 50.5 |
What advantage is worth
Chance of rolling the number you need or higher on the d20, before modifiers. The gain is largest in the middle and shrinks toward either end.
| Need | One d20 | Advantage | Disadvantage | Gain |
|---|---|---|---|---|
| 5+ | 80% | 96% | 64% | +16 pts |
| 8+ | 65% | 87.75% | 42.25% | +22.75 pts |
| 11+ | 50% | 75% | 25% | +25 pts |
| 14+ | 35% | 57.75% | 12.25% | +22.75 pts |
| 15+ | 30% | 51% | 9% | +21 pts |
| 17+ | 20% | 36% | 4% | +16 pts |
| 20 | 5% | 9.75% | 0.25% | +4.75 pts |
Under the 2024 rules a roll never gets more than one extra d20, and advantage plus disadvantage on the same roll cancel out to a single die.
A die on the table or a die in the browser
Fair enough, rarely perfect
- In 3,000 roll tests of d20s, only about one in four came out fair. Bubbles, uneven paint and rounded edges tilt the odds.
- Casino dice are held to 0.0005 of an inch, clear so nothing can hide inside, with drilled pips filled to the same density, and they are still swapped every four to eight hours.
- A sum of three dice tested fair even when each die on its own did not, so 3d6 hides a bad die better than 1d20 does.
- Counting 8d6 or dropping the lowest of four is done by hand, and the odds are something you have to know already.
Every face exactly as likely
- Each die draws from crypto.getRandomValues, the browser's cryptographic source, never from Math.random.
- Rejection sampling throws away the few top values that would favour low faces: 16 in 4,294,967,296 for a d20, 96 for a d100.
- The value is decided before the animation starts, so the tumble cannot change what lands.
- Up to 50 dice are added, kept or dropped in one go, and the exact chance of your total sits next to it.
Neither kind remembers. A die that has not shown a 20 all night is exactly as likely to show one on the next roll as on the first.
Dice notation, advantage and the odds behind every roll
What NdX, kh and dl mean, how much advantage is worth, and what to expect from 4d6 drop the lowest.
A dice roller is only as useful as what it tells you about the roll. This one throws any standard die from d4 to d100, reads full dice notation such as 2d20kh1 or 4d6dl1 + 2, and puts the exact chance of the total you got next to the total itself. Below the tray, the session bars show every total the notation can produce, with your own rolls filling in on top, so you can watch luck even out in real time.
Most pages that rank for this search do the throwing and stop. The questions people actually bring to a virtual dice roller are the ones after the throw: is 15 a good result on 3d6, how much does advantage help, what should I expect from rolling stats, and can I trust the dice at all. This guide answers those with numbers worked out from every possible outcome, not estimates.
Reading dice notation
Dice notation was introduced by Ted Johnstone in 1975 in the fanzine Alarums & Excursions and was picked up by Gary Gygax for Advanced Dungeons & Dragons between 1977 and 1979. The core is NdX: N dice, each with X sides, added together. So 3d6 is three six sided dice summed, and a lone d20 means one twenty sided die. A modifier follows with a plus or minus sign, and it applies once to the total, not to each die: 2d6 + 4 is two dice and then four more, a range of 6 to 16.
Keep and drop letters sit straight after the die. kh keeps the highest dice and kl keeps the lowest; dl drops the lowest and dh drops the highest. The number after the letters says how many, so 4d6dl1 and 4d6kh3 are the same roll written two ways. Groups chain with plus and minus signs, which covers a longsword hit with a sneak attack on top as 1d8 + 3d6 + 4. Percentile dice, written d% or d100, are traditionally two ten sided dice read as tens and units, where 00 and 0 together count as 100 in most games. This roller treats d100 as a single die from 1 to 100, which gives the same odds. Exploding dice and success counting pools use their own extensions and are not part of this tool.
Why dice totals bunch in the middle
One die is flat: every face is equally likely, so a d20 averages 10.5 and a d6 averages 3.5. In general one die averages (X + 1) / 2, and N of them average N times that, plus the modifier. Add dice together and the shape changes. Two d6 have 36 equally likely ordered outcomes, and six of them make 7, so 7 comes up 16.67% of the time. Only one outcome makes 2 and only one makes 12, 2.78% each. That is why 2d6 and 1d12 are not interchangeable even though their ranges look alike: the d12 is flat and can roll a 1, the pair of d6 clusters around 7 and cannot.
Three dice sharpen the curve further. On 3d6 the totals 10 and 11 each turn up 27 times in 216, or 12.5%, while 18 needs three sixes and comes up once in 216, about 0.46%. A total of 15 or more happens 9.26% of the time. More dice always pull the results toward the average, which is why a game designer reaches for 3d6 when they want dependable characters and for 1d20 when they want swingy ones. The bar chart under the roller draws this probability distribution for whatever notation you type, and it handles keep and drop rolls exactly rather than by simulation.
Advantage and disadvantage by the numbers
In the 2024 rules, published for creators as SRD 5.2 under a Creative Commons licence on May 1, 2025, advantage means you roll a second d20 and use the higher one; disadvantage means you use the lower. In notation that is 2d20kh1 and 2d20kl1. A roll never gets more than one extra d20 however many things grant advantage, and if a roll has both advantage and disadvantage they cancel and you roll a single die.
A straight d20 averages 10.5. Advantage lifts the average to 13.825 and disadvantage drops it to 7.175, a shift of 3.325 either way. The average hides where the real effect lands, though. Needing an 11, one die succeeds 50% of the time, advantage makes it 75% and disadvantage 25%, which is worth about a +5 bonus. Needing a 20, advantage only moves you from 5% to 9.75%, so the benefit shrinks toward either end of the die. The table beside the roller lists the chance for each target so you can see the gain before you spend a feature on it. A natural 20 on an attack roll hits whatever the modifier or armour class and counts as a critical hit, and a natural 1 misses. With advantage the chance of at least one 20 is 9.75%, and the chance of a natural 1 falls to 0.25%.
Rolling ability scores with 4d6 drop the lowest
The random method in the current rules is to roll four d6, total the highest three, and repeat until you have six numbers. Every one of the 1,296 possible rolls of four dice was counted to get the exact figures. The average score is 15,869 divided by 1,296, which is 12.24. The single most likely score is 13, which turns up 172 times in 1,296, or 13.27%. An 18 needs three sixes among the kept dice and happens 21 times in 1,296, about 1.62% per score, and across all six scores the chance of at least one 18 is 9.34%. A score of 15 or higher comes up 23.15% of the time. At least one widely read dice page gives the average of this roll as about 8.46; that is not possible, since the lowest three dice alone average more than that.
Six scores rolled this way total 73.47 on average. The standard array of 15, 14, 13, 12, 10 and 8 totals 72, and it costs exactly the 27 points the point buy method gives you, so rolling is a slight upgrade on average with a much wider spread between players. Straight 3d6 averages only 10.5 a score, which is why so few tables still use it. Type 4d6dl1 into the roller and press Roll 100 more a few times to see the bars settle onto the peak at 13.
Damage rolls and critical hits
Damage follows the same arithmetic. A longsword with a +4 modifier, 1d8 + 4, runs from 5 to 12 and averages 8.5. A greatsword, 2d6 + 4, runs from 6 to 16 and averages 11, and because it uses two dice it lands near 11 far more reliably. Fireball, 8d6, spans 8 to 48 with an average of 28. On a critical hit the rules double the dice, not the modifier: a dagger that normally rolls 1d4 rolls 2d4 instead, and any extra damage dice from features are doubled too. The cheat sheet next to the roller has these as one tap rolls.
How this roller picks each face
Every die draws a 32 bit number from crypto.getRandomValues, the browser's cryptographic source, which is seeded from the operating system's entropy. Turning a 32 bit number into a face needs care. There are 4,294,967,296 possible values, and for a d6 that does not divide evenly: 4 values are left over, and a plain remainder would hand those to the low faces. The roller uses rejection sampling instead. Any draw that lands in the leftover slice is thrown away and a fresh one is taken, so every face is backed by exactly the same number of values. The leftover slice is 16 values for a d20 and 96 for a d100, so a retry is rare, but without it the modulo bias would be there by construction.
The value is fixed before the dice start to move. The tumbling cube and the flickering numbers are drawn afterwards and land on the face that was already chosen, so turning the animation off with your device's reduced motion setting changes nothing about the result. If you need numbers in a range, draws without repeats or lottery picks rather than dice, the random number generator handles those and explains its method in more depth.
Checking a physical die
Real dice are rarely perfect. In a 2023 study at Western Kentucky University, only about one in four d20s tested fair over 3,000 rolls each, because of uneven density, air bubbles and moulding marks. The same work found that sums of three dice tested fair even when the individual dice did not, so a bell curve roll like 3d6 hides a bad die much better than a single d20. Casinos go further: their dice are made true to within 0.0005 of an inch, from clear material so nothing can be hidden inside, with pips drilled and filled with paint of the same density, and they are still swapped every four to eight hours.
You can test your own d20 with a chi-square goodness of fit test. Roll it a great many times, count each face, and compare with the expected count. With 20 faces the test has 19 degrees of freedom and the cutoff at the usual 5% level is 30.14; a score above that suggests the die is off. The test needs volume, around 500 rolls per face if you roll 10,000 times, so it is a project for a long evening. A quicker screen is to float the die in salt water, flick it a few dozen times, and see whether the same face keeps coming up. For summary statistics on a list of your results, paste them into the statistics calculator.
What the session bars can and cannot tell you
The outlined bars are the exact odds. The solid bars are the share of your own rolls of that notation in this session. After ten rolls they will look lumpy; after a few hundred they will hug the outline. That convergence is the law of large numbers at work. The dice have no memory, though. A die that has not shown a 20 all night is exactly as likely to show one on the next throw as on the first, and a run of low totals does not make a high one due. The average line under the chart compares your session mean with the expected mean, which is the fairest way to settle an argument about whether the dice have been kind.
Frequently Asked Questions
What does dice notation like 4d6dl1 or 2d20kh1 mean?
The number before the d is how many dice, the number after it is how many sides each has. The letters that follow keep or drop some of them: kh keeps the highest, kl keeps the lowest, dl drops the lowest and dh drops the highest, with a count after the letters. So 4d6dl1 rolls four six sided dice and adds the best three, and 2d20kh1 rolls two d20 and keeps the higher, which is advantage. A +5 on the end is added once to the total.
How much does advantage really improve a d20 roll?
It raises the average from 10.5 to 13.825, but the useful number is the change in your chance to succeed. Needing an 11, you go from 50% to 75%, roughly a +5 bonus. Needing a 15, you go from 30% to 51%. Needing a natural 20, only from 5% to 9.75%. Advantage is worth the most when the target sits in the middle of the die.
What happens when a roll has both advantage and disadvantage?
They cancel and you roll one d20, however many sources of each you have. The 2024 rules also say a roll can never be affected by more than one advantage, so two reasons to roll with advantage still mean just two dice, not three.
What ability score should I expect from 4d6 drop the lowest?
12.24 on average, and 13 is the single most common result at 13.27%. An 18 comes up about 1.62% of the time per score, and across six scores the chance of at least one 18 is 9.34%. Six scores average 73.47 in total, slightly above the 72 of the standard array.
Why does 7 come up so often on 2d6 but 2 and 12 so rarely?
Two dice have 36 equally likely combinations. Six of them add to 7, from 1 and 6 through to 6 and 1, while 2 needs double one and 12 needs double six. That makes 7 a 16.67% chance and 2 or 12 only 2.78% each. The bar chart shows the same pyramid for any roll you type.
Is an online dice roller fairer than a real die?
Usually, yes. In a 2023 study only about a quarter of d20s tested fair over 3,000 rolls, because of bubbles, uneven density and worn edges. This roller gives every face exactly the same number of possible values from the cryptographic source built into your browser, discarding the few leftover values that would otherwise favour low faces. A precision casino die is the physical exception, made true to 0.0005 of an inch.
How do I roll percentile dice, and does 00 mean 100?
With physical dice you roll two d10, one for the tens and one for the units. In most games 00 with 0 reads as 100 rather than zero, so the range is 1 to 100. Here, tap d100 or type d% and you get a single roll from 1 to 100 with every value at exactly 1%.
How can I test whether my own d20 is balanced?
Roll it many times, count each face, and run a chi-square goodness of fit test. With 20 faces there are 19 degrees of freedom and the 5% cutoff is 30.14, so a larger score points to a biased die. Aim for hundreds of rolls per face. For a quick check, float it in salt water and flick it a few dozen times to see whether one face keeps floating to the top.
After a run of low rolls, is a high roll more likely?
No. Each throw is independent, so a d20 that has not shown a 20 all night has the same 5% chance on the next roll as on the first. What does happen is that your session average drifts toward the expected average as rolls pile up, which you can watch in the bars by pressing Roll 100 more.