If you want to roll multiple times but have only the highest result(s) count, use the modifier "*H*". If you want only the lowest result(s) counted, use "*L*".

- Drop lowest / keep highest 5 of 6D10: #6D10H
- Highest 4 of 6D10: #6D10H4
- Lowest 4 of 6D10: #6D10L4
- Middle 4 of 6D10: #6D10O (<- that's an O not a zero)
- 1o3d10 System (Rápido y Fácil): #3O

The default die of this roll type is d10, so 4H2 can be used as a shorthand for 4d10h2.

**Fudge Rolls: U**

If you want dice to have values from -X to +X, use "*U*" instead of "*D*" in the dice code, followed by X. Example: #4U1

**Hero System damage rolls: B/K**

The total result is counted as stun damage. On top of that, body damage is calculated by counting ones as zero, 2-5 as 1, and sixes as 2 points of body damage. You can also use the "*" operator for the stun multiplier.*

- Example: #4B6
- with stun multiplier: #4B6*3
- For "
*killing*"-type damage, use the K operator like this: #4K6*3

**Wild Die (D6 System): W/V**

The D6 System has a special rule for one of the dice in each roll, it becomes the "*Wild Die*". The Wild Die is rolled again as long as it comes up with the max result, but if the first roll is a 1 the next roll as well as the highest result of the other dice becomes a penalty. Two ones make a critical failure.

**Stress Die (Ars Magica): A**

Roll the Ars Magica Stress Die (reroll ones and double the result, 10s count as zero on initial roll, it's complicated). The number following the A is the number of botch dice (can be 0).

- Example: #1A3

**Anima Open Die Roll: Y**

Roll a die, if the result is higher than a certain threshold: roll again, add the result, increase the threshold by one, roll again. If the first roll is lower than the failure threshold, the result is a fumble with a certain failure level, for more information refer to: http://animarpgbeyondfantasy.wikia.com/wiki/Basic_Game_Mechanics

By default, the die is a D100, the up-roll threshold is 90, the fumble threshold is 3, and the fumble level modifier is 15.

- Example: #Y
- Different thresholds: #Y85:5
- Different die and thresholds, no fumble level modifier: #D10Y8:1:0
- with Natura 15+ (digit doubles cause open roll) #Y ex=digits

**No Duplicates / Unique Rolls: N**

Roll a number of dice, giving unique results (every result comes up only once).

- Example: #10N10