๐ŸŽฏThe whole handful, in one throw.

โœ“ Tested & verified Updated: How the randomness works

Dice bag

?d6?d6?d8

Total โ€”

Put any mix of dice in the bag and throw them all at once

Game night, drawn

Weekly

One game, one way to decide who starts, and one rule to change โ€” drawn fresh each week. For the dice, cards and coin in the drawer.

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How do you roll several different dice at once?

Put the dice in the bag, add the modifier, and throw the lot in one press. A tabletop turn is rarely one die: 2d6 for the attack, a d8 for the weapon, a flat +2 from the character sheet. Rollers that take one die type at a time turn that into three presses and mental arithmetic โ€” and the arithmetic is where it goes wrong late in an evening.

Each die is rolled independently: 2d6 is two uniform draws from 1โ€“6, not one draw from 2โ€“12. That distinction is the whole shape of the result โ€” a d12 gives every value from 1 to 12 the same 8.3% chance, while 2d6 covers the same span with 7 appearing 16.7% of the time and 12 only 2.8%. Swapping 2d6 for 1d12 changes the feel of a game far more than the identical average suggests.

Every die shows its own face value and type, so the total can be checked rather than believed.

What each common handful actually gives you

In the bagRangeAverageShape
1d61โ€“63.5Flat โ€” every face 16.7%
2d62โ€“127Peaked โ€” 7 is 16.7%, 12 is 2.8%
3d63โ€“1810.5Strongly peaked โ€” 10 and 11 are 12.5% each
1d121โ€“126.5Flat โ€” every face 8.3%
1d201โ€“2010.5Flat โ€” the swingiest common die
4d64โ€“2414Peaked โ€” the classic ability-score roll

Same averages, very different games. 3d6 lands between 8 and 13 about two thirds of the time; a d20 does whatever it likes.

Modifiers move the whole curve

Adding +3 does not make good rolls better, it makes every roll three higher โ€” the shape is untouched, the entire distribution slides. That is why a flat bonus is worth so much more on a d20 than on 3d6: against a swingy die it barely changes the odds of any particular outcome, against a tight one it moves you almost a whole band.

For a single die

If you only need one, the dice roller is fewer fields, and the d20 roller has advantage and disadvantage built in. For a straight two-way call the coin flip is quicker than any of them.

Frequently asked questions

Why show each die instead of just the total?

Because half the rules that matter care about individual dice, not the sum: a natural 20, a critical on any 6, rerolling 1s. A total hides all of it. It also lets anyone at the table check the arithmetic, which is the tabletop convention for a reason.

Is 2d6 the same as 1d12?

Same range, completely different shape. Two six-sided dice cluster around 7 โ€” there are six ways to make it and one way to make 12. A d12 is flat: every face is equally likely. If a game asks for 2d6, giving it a d12 makes extreme results six times more common.

How do I roll with advantage?

Put two d20 in the bag and take the higher of the two shown โ€” the individual faces are printed, so it is a glance rather than a calculation. The dedicated d20 roller has advantage and disadvantage as buttons if you want it decided for you.

Can the modifier be negative?

Yes, anything from โˆ’99 to +99. Type a minus sign in front. The total shown already has it applied, and the summary line under the result spells out the whole expression, so 2d6 + 1d8 โˆ’ 1 reads back exactly as it was rolled.

How many dice can go in at once?

Up to twenty of each type, so 120 dice in a single throw if you really want them. That is well past what any table needs, but fireball damage at high level gets closer to it than you would think.

Are the dice fair?

Fairer than physical ones. Injection-moulded dice have a hollow where the pips are drilled, which is why casino dice are made differently and cost what they cost. Every face here comes from crypto.getRandomValues with rejection sampling, so all faces are exactly equally likely.

How the randomness works

Each die is an independent uniform draw from 1 to its number of faces, taken from crypto.getRandomValues with rejection sampling so no face is favoured by a modulo remainder. Dice are rolled in ascending order of size and displayed with their type; the total is the plain sum of every face plus the modifier. The stated range is the number of dice (the all-ones result) through the sum of every die’s maximum, both adjusted by the modifier. Nothing is stored between rolls and no result is sent anywhere.

Worked example

With d4 0, d6 2, d8 1, d10 0, d12 0, d20 0, Modifier (+ or โˆ’) 2, this page works out Total โ€”. Put any mix of dice in the bag and throw them all at once

Sources:

What the dice you pick do to a game

A dice bag is a physical object with a personality โ€” the d4 that hurts to step on, the d20 that everyone claims is cursed. The digital version cannot give you that, so it should at least give you what the physical bag cannot: an instant, correct total for a handful nobody wants to add up.

It is worth knowing what those dice are doing to the shape of your game. Rolling more, smaller dice pulls results towards the average and makes the game predictable; rolling fewer, larger ones widens the spread and makes it swingy. Designers pick between 2d6 and 1d12 for exactly that reason, and the choice is far more consequential than the identical 6.5 average makes it look.