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Roll anything.
Polyhedral dice for tabletop games, with the actual probability behind every roll. Pick a die, set a count, add a modifier.
The shape of 1d20
This chart follows the roller above. One die is flat, every face as likely as the next. Put 3 in How many and watch it turn into a curve, because there are far more ways to make a middling total than an extreme one.
- Lowest
- 1
- Highest
- 20
- Average
- 10.50
- Each face
- 5.00%
- Odds
- 1 in 20
Every bar the same height. That flatness is the whole point of a single die: 5.00% per face, no favourites.
Pick a die
Each page has the roller plus exact odds for that die.
Or a combination
Every one shows the full distribution, not just the average.
Tools
The odds, the stat roller, and the comparisons people argue about.
Every die, side by side
What each one averages on its own, and what a pair of them does to the shape. The pair column is the interesting one: two dice always cluster.
| Die | Range | Average | Each face | Pair range | Pair average | Pair peak |
|---|---|---|---|---|---|---|
| d4 | 1–4 | 2.5 | 25.0% | 2–8 | 5.0 | 25.0% |
| d6 | 1–6 | 3.5 | 16.7% | 2–12 | 7.0 | 16.7% |
| d8 | 1–8 | 4.5 | 12.5% | 2–16 | 9.0 | 12.5% |
| d10 | 1–10 | 5.5 | 10.0% | 2–20 | 11.0 | 10.0% |
| d12 | 1–12 | 6.5 | 8.33% | 2–24 | 13.0 | 8.3% |
| d20 | 1–20 | 10.5 | 5.00% | 2–40 | 21.0 | 5.0% |
| d100 | 1–100 | 50.5 | 1.00% | 2–200 | 101.0 | 1.0% |
Reading across a row shows the trade every dice system is built on. A single die is flat, so every result is equally likely and the roll is maximally unpredictable. Two of the same die cover roughly double the ground but concentrate their results in the middle, so the peak total is several times more likely than either end. Nothing about the individual dice has changed; only how they are combined.
Why the charts
Most dice tools give you a number and stop. The number is the easy part. What actually helps at the table is knowing that 3d6 hits 10 or 11 about a quarter of the time and reaches 18 once in 216 rolls, so you can judge whether a roll was unlucky or just ordinary. Every distribution here is computed by enumerating the whole outcome space, so the percentages are exact rather than sampled.
It also settles the arguments. Whether a greatsword beats a greataxe, whether rolled ability scores really are better than the standard array, whether advantage is worth about three points or about five: these all have exact answers, and none of them are obvious from the averages alone. The odds calculator will take any notation you can write down, and the stat rolling guide works through the character generation case in full.
About this site
DiceCurv is an independent tool, free to use, with no account. Rolls come from your browser's cryptographic random number generator with rejection sampling, so the faces really are flat, and nothing you roll is sent anywhere. More about how it works, or get in touch if a number here looks wrong.