Roll a d10
Ten faces. Used alone, or in pairs to make percentages.
Roll a d10 to see the result.
Two d10s make a d100
Roll one d10 for the tens digit and another for the units and you get a flat 1-100. Older systems lean on this constantly, and it is why d10s usually come in pairs with one marked in tens. If you just want the percentage, roll a d100 directly.
The odds
Each of the 10 faces has a flat 10.00% chance on every roll, and every roll is independent of the last. There is no "due" number - a face that has not come up in twenty rolls is exactly as likely on the twenty-first as it was on the first.
Fair, and checkable
Every roll is drawn from your browser's cryptographic random number generator using rejection sampling, so no face is even slightly favoured - which is more than can be said for most physical dice. Each roll also produces a receipt anyone can use to reproduce it. How that works.
To roll a different combination, or to add a modifier, the main dice roller takes any number of dice with any number of sides.
Other dice
- Roll a d4The four-sided die. Smallest of the standard polyhedral set.
- Roll a d6The ordinary cube. Every board game in the cupboard uses one.
- Roll a d8Eight faces, 12.5% each. Common for medium weapon damage.
- Roll a d12Twelve faces. The most under-used die in the set.
- Roll a d20The one that decides whether you hit. 5% per face.
- Roll a d100Percentile. One number in a hundred, flat odds throughout.
- Roll 2d6Two ordinary dice, totalled. The shape of most board games.
- Roll 3d6Three dice, totalled. The classic ability-score roll.
- Roll 2d10Two ten-sided dice, totalled. Range of 2 to 20 on a curve.