Roll 2d10
Two ten-sided dice, totalled. Range of 2 to 20 on a curve.
Roll 2d10 to see the result.
2d10 versus d20
Both span roughly the same range, but they behave completely differently. A d20 is flat - every result equally likely. Two d10s totalled cluster hard around 11, so extremes become rare. Systems choose between them depending on whether they want swingy results or predictable ones.
The odds
Totals here run from 2 to 20, but they are not equally likely. Adding dice together produces a bell curve: the middle totals have many more combinations behind them than the extremes, so they come up far more often. Rolling the minimum or the maximum requires every die to agree, which is why those results feel notable.
Fair, and checkable
Every roll is drawn from your browser's cryptographic random number generator using rejection sampling, so no face is even slightly favoured - which is more than can be said for most physical dice. Each roll also produces a receipt anyone can use to reproduce it. How that works.
To roll a different combination, or to add a modifier, the main dice roller takes any number of dice with any number of sides.
Other dice
- Roll a d4The four-sided die. Smallest of the standard polyhedral set.
- Roll a d6The ordinary cube. Every board game in the cupboard uses one.
- Roll a d8Eight faces, 12.5% each. Common for medium weapon damage.
- Roll a d10Ten faces. Used alone, or in pairs to make percentages.
- Roll a d12Twelve faces. The most under-used die in the set.
- Roll a d20The one that decides whether you hit. 5% per face.
- Roll a d100Percentile. One number in a hundred, flat odds throughout.
- Roll 2d6Two ordinary dice, totalled. The shape of most board games.
- Roll 3d6Three dice, totalled. The classic ability-score roll.