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Dice Roller.

Roll any combination of dice from d4 to d100. Game presets for D&D, Yahtzee, Catan, and more. Lock dice between rolls, track your history, and see the full probability distribution for your current setup.

✓ Free 🎲 12 game presets
Dice Roller
Roll any dice, instantly.
Dice type
Game presets
Number of dice
🎲
Choose your dice and roll
Did you know
1 in 1296
The odds of rolling all sixes on four d6s. Each die is independent, so the probability multiplies: (1/6)⁴. The more dice you add, the more the totals cluster towards the middle.
Helpful tips
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Lock a die to keep its value
Click any die after rolling to lock it. It will hold its value on the next roll. Useful for Yahtzee-style re-rolling.
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7 is the most likely total on 2d6
Six out of 36 combinations produce a 7. No other total has as many ways to land. That is why it matters in Monopoly, Catan, and craps.
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D&D stats: roll 4d6, drop the lowest
Select the D&D Stats preset, roll, then manually ignore the lowest die. It shifts your average from 10.5 to around 12.2.
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Watch the distribution chart
The bar chart below your roll shows the exact probability of every possible total. Your result is marked in orange.
Quick reference
1d6 avg 3.5 · range 1–6
2d6 avg 7 · range 2–12
1d20 avg 10.5 · range 1–20
1d8 avg 4.5 · range 1–8
1d12 avg 6.5 · range 1–12
1d100 avg 50.5 · range 1–100
How dice work
The short version, for people
who just want the number

A fair die gives every face an equal probability of landing face-up. Roll a standard six-sided die and each result from 1 to 6 has exactly a 1-in-6 chance: roughly 16.67%. That probability is fixed on every roll. The die has no memory of what it landed on before, and previous results have no influence on future ones. This is known as statistical independence.

When you roll multiple dice, the total follows what's called a probability distribution. With a single die, every result is equally likely. With two dice, results in the middle (like 7 on two d6s) are much more probable than the extremes, because there are more combinations that produce them. This is why 7 is the most common roll in Monopoly and Catan: six different combinations produce it, compared to just one combination for 2 or 12.

The notation XdY is the standard shorthand used in tabletop games: X is the number of dice, and Y is the number of sides. So 2d6 means two six-sided dice, 1d20 means one twenty-sided die, and 4d6 means four six-sided dice (the classic D&D ability score roll, where you typically drop the lowest result).

Single die P(result) = 1 ÷ sides
Multiple dice Expected total = n × (sides + 1) ÷ 2
Range Min = n · Max = n × sides
FAQ
Common questions
When you roll two six-sided dice, there are 36 possible combinations (6 × 6). The number 7 can be made six different ways: 1+6, 2+5, 3+4, 4+3, 5+2, and 6+1. No other total has as many combinations. The extremes, 2 and 12, can only be made one way each. This is why the distribution of two-dice rolls forms a bell curve shape, peaking at 7. It also explains why the Robber in Catan lands on 7 more often than any other number, and why hitting 7 in craps is so significant. The more dice you add, the more pronounced this bell curve effect becomes.
Yes, in a specific sense. More dice narrows the relative spread of results around the average. This is the central limit theorem in action. With one d6, any result from 1 to 6 is equally likely, a huge spread relative to the average of 3.5. Roll ten d6s and your total will almost always fall between 25 and 45, clustering tightly around 35. Extreme results become increasingly rare. This is why Yahtzee's scoring system works: rolling five dice creates a distribution where certain combinations (like five-of-a-kind) are rare enough to be worth significant points, but not so rare that the game becomes frustrating.
The standard method for generating ability scores in Dungeons & Dragons is to roll 4d6 and discard the lowest result, then add the remaining three. Rolling four dice and dropping one skews the distribution upward: the average result shifts from about 10.5 (straight 3d6) to around 12.2. It reduces the chance of very low scores while preserving the possibility of high ones. This makes characters slightly more heroic on average without removing meaningful variance. Some groups use even more generous methods, like rolling multiple sets of six scores and choosing the best set, but 4d6 drop lowest has been the most widely used method since D&D's third edition.
The rolls use JavaScript's Math.random(), which is a pseudorandom number generator (PRNG). It produces numbers that pass statistical tests for randomness and are unpredictable in practice, but they are technically generated by a deterministic algorithm seeded from system entropy. For casual dice rolling (board games, D&D, decisions) this is more than adequate. A physical die, if perfectly manufactured and thrown fairly, is also technically deterministic given exact initial conditions. In both cases, the result is unpredictable enough that it functions as true randomness. If you need cryptographic-grade randomness, that's a different tool for a different use case.
Different dice produce different probability ranges and distributions, which game designers use deliberately to create specific feels. A d4 gives a tight, low range, good for small weapons or minor effects. A d20 produces a flat, high-variance distribution where any result from 1 to 20 is equally likely, creating dramatic swings that suit the unpredictability of combat and skill checks. A d100 (typically rolled as two d10s) is used for percentage-based systems where fine-grained probability matters. The standard RPG set (d4, d6, d8, d10, d12, d20) covers the five Platonic solids (the only shapes where every face is identical) plus the d10, which is technically not a Platonic solid but is practically essential.
Fudge dice (also called Fate dice, or dF) are six-sided dice with two faces marked +, two marked −, and two left blank. Rolling 4dF produces results from −4 to +4, with results near 0 being most likely. The system is used in the Fudge and Fate tabletop RPG systems, where it creates a probability curve heavily weighted towards average results with occasional extreme outcomes. This gives a very different feel to d20 systems: dramatic swings are less common, competent characters more reliably succeed at tasks within their skill range, and the game tends to emphasise story over randomness. The preset in this tool approximates the range using a d12, since standard d6s aren't marked that way.