Field | Value | Copy |
---|---|---|
Total | {{ total }} | |
Base sum | {{ base_sum }} | |
Modifier | {{ modifier }} | |
Kept dice | {{ kept_count }} | |
Rolls (kept) | {{ kept_rolls_display }} | |
Rolls (all) | {{ all_rolls_display }} | |
Successes | {{ successes }} | |
Mean | {{ mean_display }} | |
Stdev | {{ stdev_display }} |
Dice are impartial number generators that return one face per roll, and their totals represent the sum of independent results. Totals help judge difficulty and balance across rules that add, drop, or reroll values.
Enter a compact expression and choose optional rules such as advantage or disadvantage so the final outcome reflects your table’s style. You may also count successes above a threshold and repeat runs to see typical behavior.
You provide the expression and any rule toggles, and you receive a total with the kept rolls and an optional success count. With many repeats you also see average and spread, which makes side by side comparisons straightforward.
For a quick check, try four d six and drop the lowest die, then compare with adding a small modifier to see how the shape of results moves. If you want the same run again, set a seed first.
Random streaks happen and short trials can mislead, so use larger repeat counts for steadier insight. Treat high or low outliers as part of normal variation rather than proof of bias.
Each die is modeled as a discrete uniform variable on the integers from 1 to sides. A pool of count dice is rolled, option rules are applied per die, selected dice are kept, and a constant modifier is added to form the total. When repeats are requested, independent totals are collected to summarize central tendency and spread.
The tool computes a total T from kept dice and a success count when a threshold is set. Across repeated trials it reports the arithmetic mean and the population standard deviation so you can read typical level and variability. These summaries describe the outcomes, not player skill or story impact.
Results do not include category bands. Interpret higher means as stronger totals and larger standard deviations as more swing. Near any threshold, results can flip with small changes, so compare distributions rather than a single run.
Comparisons are most valid when expressions and options match except for the rule you are testing. Seeding fixes the sequence for reproducible checks; without a seed, results differ each time by design.
Symbol | Meaning | Unit/Datatype | Source |
---|---|---|---|
n | Number of dice in the pool | integer | Input |
s | Sides per die | integer | Input |
m | Modifier added to the sum | integer | Input |
Result for die i after rerolls and explosions | integer | Derived | |
Keep indicator for die i (1 kept, 0 dropped) | 0 or 1 | Derived | |
t | Success threshold per kept die | integer | Input |
T | Total after modifier | integer | Derived |
R | Repeat count for simulations | integer | Input |
μ | Mean of totals over repeats | number | Derived |
σ | Population standard deviation of totals | number | Derived |
toFixed(2)
rounding behavior.Field | Type | Min | Max | Step/Pattern | Error Text | Placeholder |
---|---|---|---|---|---|---|
Dice expression | string | — | — | ^\s*(\d*)\s*[dD]\s*(\d+)\s*(?:([+-])\s*(\d+))?\s*$ |
Invalid dice expression. | e.g., 1d20 |
Count | integer | 1 | 1000 | 1 | Count out of range. | — |
Sides | integer | 2 | 100000 | 1 | Sides out of range. | — |
Modifier | integer | −10 000 000 | 10 000 000 | 1 | Modifier out of range. | — |
Drop lowest | integer | 0 | — | 1 | — | — |
Drop highest | integer | 0 | — | 1 | — | — |
Success threshold | integer | 0 | — | 1 | — | — |
Repeat | integer | 1 | — | 1 | — | — |
Advantage mode | enum | — | — | none, adv, dis | — | — |
Seed | string | — | — | any text | — | — |
Input | Accepted Families | Output | Encoding/Precision | Rounding |
---|---|---|---|---|
Dice expression and options | NdS+M string; integers for options | Result table | Integers; mean and stdev with two decimals | Per toFixed(2) |
Distribution request | Repeat ≥ 2 | Histogram | Integer totals vs counts | Exact counts |
Copy/download | CSV and JSON | CSV rows; JSON payload | Strings, numbers, arrays | Not applicable |
No data is transmitted or stored server‑side. Outcomes are purely random and have no monetary value.
Dice totals and success counts are produced from a compact expression and optional rules.
Example: 4d6, drop lowest one, repeat 200, seed alpha. Compare with adding two to see how averages shift.
Faces are sampled with equal chance per die. With a seed set, the same sequence is reproduced exactly; without a seed, each run is independent.
Fairness refers to the sampling model, not physical dice.Two independent totals are computed and the higher one is kept. Disadvantage keeps the lower one. The option applies to the whole expression.
Enter 4d6 and set drop lowest to one. Run once for a single outcome or add repeats to see the distribution.
They are exact for the simulated totals. With small repeat counts, results vary; larger repeats reduce noise.
No. Results are computed on the client and copies or downloads are created locally.
No. Dice counts, sides, modifier, and thresholds are integers. The summaries use two decimal places for display.
Counts from 1 to 1000 are accepted. Each die must have 2 to 100000 sides. Modifier magnitude can be up to 10 000 000.
When a total sits near a target or a die is just below a threshold, small changes can flip outcomes. Compare full distributions, not single runs.