Dice Tray

multi-die roller & system rules for the table

Pick Up Dice

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Click a die to add it to your hand, then Roll. Right-click a die to remove one.

Roll by Notation

Click to try: 2d6+3 1d20+7 2d20kh1+5 2d20kl1+5 4d6dl1 3d6! 8d6r1 1d% 4dF+2
kh/kl N keep highest/lowest Β· dh/dl N drop Β· ! exploding Β· r N reroll ≀N once Β· d% percentile Β· dF Fate

System Rules

Nat 20 and Nat 1 are called out. With a DC set, you get a pass/fail verdict.

Four Fate dice (+ / blank / βˆ’) plus your skill. Ladder result is named, from Legendary (+8) down to Abysmal (βˆ’2).

Both dice ace (explode). Best result vs TN 4 β€” every 4 over is a raise. Two natural 1s is a critical failure.

Chronicles of Darkness: d10s, 8+ is a success, "again" dice reroll and add. 5+ successes is exceptional; 0 successes on a chance die means dramatic failure.

5s and 6s are hits. Half or more 1s is a glitch β€” with zero hits, a critical glitch.

Call of Cthulhu 7e: roll under skill. Extreme = fifth, Hard = half. Bonus/penalty dice swap the tens die. 96–100 fumbles at low skill.

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