Dice notation: NdN+M, advantage, and probability distributions
“2d6+3”, “1d20”, “roll with advantage” — TTRPGs have their own dice notation. This article walks through how to read it and the probabilities.
NdN basics
AdB+C means “roll A dice of B sides each, add C”:
- A — number of dice.
- d — for “dice”.
- B — sides per die.
- +C — modifier (bonus).
Examples:
1d6— one six-sided die (1–6).2d6— two d6 (2–12).3d6+5— three d6 plus 5 (8–23).1d20— one twenty-sided die (1–20).2d10— two d10 (2–20).
Common dice
| Notation | Sides | Distribution | Typical use |
|---|---|---|---|
| d4 | 4 | uniform 1–4 | small weapons |
| d6 | 6 | uniform 1–6 | classic, used in many games |
| d8 | 8 | uniform 1–8 | medium weapons |
| d10 | 10 | uniform 1–10 | percentile base |
| d12 | 12 | uniform 1–12 | large weapons |
| d20 | 20 | uniform 1–20 | D&D core check |
| d100 | 100 | uniform 1–100 | percentile |
A d100 is physically two d10s read as tens and ones.
Probability distributions
1d20 (uniform)
Each face has probability 1/20 = 5%.
2d6 (triangular)
Sum of two d6:
| Sum | Combinations | Probability |
|---|---|---|
| 2 | (1,1) | 1/36 = 2.78% |
| 3 | (1,2)(2,1) | 2/36 = 5.56% |
| 4 | (1,3)(2,2)(3,1) | 3/36 = 8.33% |
| 5 | 4 ways | 4/36 = 11.11% |
| 6 | 5 ways | 5/36 = 13.89% |
| 7 | 6 ways | 6/36 = 16.67% |
| 8 | 5 ways | 5/36 |
| 9 | 4 ways | 4/36 |
| 10 | 3 ways | 3/36 |
| 11 | 2 ways | 2/36 |
| 12 | (6,6) | 1/36 |
7 is the most common — classic triangular distribution.
3d6 (more concentrated)
3d6 clusters around the mean (10–11). Different from 1d18+2:
- 3d6 — concentrated (std dev ~2.96).
- 1d18+2 — uniform (std dev ~5.19).
D&D ability scores (Strength etc.) traditionally come from 3d6 because extreme rolls are rare.
Advantage / disadvantage
Introduced in D&D 5e:
Advantage
- Roll two d20s, take the higher.
- Average rises 10.5 → 13.83 (~+3.3).
- Probability of natural 20: 5% → 9.75%.
Disadvantage
- Roll two d20s, take the lower.
- Average drops 10.5 → 7.18 (~-3.3).
- Probability of natural 1: 5% → 9.75%.
Often described as ”≈ +3 / -3 modifier”.
Exploding dice
Roll the max → roll again and add:
- d6, roll a 6 → roll another d6 and add.
- If that’s also a 6 → keep going.
Expected value of 1d6 rises from 3.5 to 4.2. Theoretically unbounded.
Keep / drop notation
4d6dl1-style:
- dl1 — drop the lowest 1.
- dh1 — drop the highest 1.
- kh3 — keep the highest 3.
- kl3 — keep the lowest 3.
D&D 5e ability score generation: “Roll 4d6, drop the lowest” = 4d6dl1.
Means:
- 4d6 — average 14.
- 4d6dl1 — average 12.24 (skewed higher).
Critical hits and fumbles
D&D 5e:
- Natural 20 — automatic hit, damage dice doubled.
- Natural 1 — automatic miss.
Each is 5% on a d20. With advantage 9.75%, with disadvantage 0.25%.
Call of Cthulhu (BRP)
A different system:
- Roll 1d100.
- Equal-or-under skill — success.
- Half skill or less — “hard success”.
- Fifth of skill or less — “extreme success / critical”.
- 96–100 — fumble.
Skill 60% — 60 or under succeeds (60% probability).
Implementing a roller
function rollDice(notation) {
// parse "2d6+3"
const match = notation.match(/(d+)d(d+)([+-]d+)?/);
const count = parseInt(match[1]);
const sides = parseInt(match[2]);
const modifier = parseInt(match[3] || 0);
let total = modifier;
for (let i = 0; i < count; i++) {
total += Math.floor(Math.random() * sides) + 1;
}
return total;
}
rollDice('2d6+3'); // 5..15 Caveats:
Math.random()is not cryptographically secure.- For online TRPG tools, sometimes
crypto.getRandomValues()is used instead.
Mass dice
Many dice rolls approach the normal distribution (central limit theorem). 100d6:
- Mean ≒ 350.
- Std dev ≒ 17.08.
- 95% in 316–384.
Approximation suffices for “probability of 200d20 totaling 1000+“.
Extended notation
| Notation | Meaning |
|---|---|
1d6+1d4 | mix d6 with d4 |
1d6*10 | scale a d6 by 10 |
2d20kh1 | advantage |
2d20kl1 | disadvantage |
4d6dl1 | drop the lowest of 4d6 |
1d100 or 1d% | percentile |
(1d6)d6 | roll 1d6 d6s |
Summary
AdB+C= A dice of B sides plus modifier C.- 1d20 is uniform; 2d6 triangular; 3d6 concentrated.
- Advantage ≈ +3 modifier (take higher of two).
- Exploding dice, keep/drop variants are common.
- D&D uses d20; CoC uses 1d100.
When session prep calls for “how often does 2d6+3 hit X with advantage?” the fastest answer is to roll many times and look at the distribution. The dice roller on this site supports multiple notations at once, which makes it easy to spot-check encounter math before the game. Physical dice are still better for the actual game — this is for pre-session sanity checks, not table play.