Roll a d100
Percentile. One number in a hundred, flat odds throughout.
Roll a d100 to see the result.
Rolling percentages
Percentile dice underpin loot tables, wild-magic effects and any system that asks you to roll under a target number. A single flat 1-100 draw is exactly equivalent to rolling two d10s for tens and units, without the ambiguity about which die is which.
The odds
Each of the 100 faces has a flat 1.0% 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 d10Ten faces. Used alone, or in pairs to make percentages.
- 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 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.