ROLZ

Basic Dice Codes

Roll a die
  • Roll a d20:
  • Roll a d20 plus 5:
  • Roll 4d6:
  • Roll 5d4+5:
  • Roll 2d6 and double it:
Keep the highest (or lowest): H/L/O
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:
  • Highest 4 of 6D10:
  • Lowest 4 of 6D10:
  • Middle 4 of 6D10: (<- that's an O not a zero)
  • 1o3d10 System (Rápido y Fácil):
Negative to Positive: 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:
Fate Fudge Dice: DF
In the Fate system, you roll a number of dice, each of which can have a value of -1, 0, and +1 respectively. Then you add up the results. The code for this is the number of dice to be rolled, followed by "DF". This is a special convenience notation for the "U1" dice code. Example:
Roll-Under / Percent Systems
In D100-based systems, rolls under a certain value are usually considered a success. The dice code for this is P. Example: 50% chance
By default, P rolls a D100, but you can also specify other dice:
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
  • with stun multiplier:
  • For "killing"-type damage, use the K operator like this:
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.
  • Example
  • without the wild die failure option:
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
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
  • Different thresholds:
  • Different die and thresholds, no fumble level modifier:
  • with Natura 15+ (digit doubles cause open roll)
No Duplicates / Unique Rolls: N
Roll a number of dice, giving unique results (every result comes up only once).
  • Example:
Draw Die: DD
This treats the die roll like drawing a card from a deck. For example, when you roll , the numbers 1 to 6 are shuffled into a deck, and then one number is drawn. The next time, you use the DD6 code in the same dice room, the next number will be drawn from the stack, and so on, until the deck is empty. At that point, the deck will be filled up again.
This dice code is intended for people who dislike the complete randomness of normal die rolls. You can use this code to make sure every number on the die gets drawn an equal amount of times.