D100 Dice Roller
Percentile d100 rolls with the exact chance of meeting a target, where at most the skill value is the success chance of a roll-under check. Sums of 2 to 100 d100 are convolved exactly, so a tail value such as 1 in 10^22 for a total of 11 on 11d100 is reported rather than lost to a normal approximation.
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Documentation
A d100 dice roller produces percentile results from 1 to 100, each with exactly a 1% chance, and reports the probability of meeting a target before or after the roll. At the table, percentile dice are usually a pair of ten-sided dice, one read as tens and one as units, with 00 and 0 together counting as 100; this roller draws the same 100 equally likely results directly.
The target is the threshold a roll is compared with. In roll-under systems it is a skill rating, and a roll at or under it succeeds, so the at-most condition gives the chance of success. On a random table it is the lowest entry that triggers an event, and the between condition covers a band with both ends included, such as 41 to 70. With two or more dice the target applies to their sum, which runs from the number of dice up to 100 times that number, and repeated rolls produce up to 100 results in one batch.
A single d100 needs only counting: at most T succeeds on T of 100 outcomes, at least T on 101 - T, exactly T on 1, and between A and B on B - A + 1. Sums of several d100 are computed by exact convolution, adding one die at a time to the probability table of the sum. Two dice form a triangle that peaks at a sum of 101 with a 1% chance and falls to 1 in 10,000 at the extremes of 2 and 200. Larger pools tighten toward a bell curve with a mean of 50.5 and a variance of 833.25 per die, but the table stays exact. A sum of 11 on 11d100 has a chance of 1 in 10^22 and is reported as such, where a normal approximation would overstate it by many orders of magnitude.
The percentage describes the next roll on its own. Earlier results in the history do not change it, and a run of high or low rolls is no sign that the opposite is due. A target outside the possible range reports 0% together with that range, which catches a sum target meant for a different number of dice. Odds of 1 in N carry two decimals below 1 in 100 and are whole numbers above it.
A character with a skill of 65 succeeds on a roll of 65 or less: 65 of 100 outcomes, 65%, or about 1 in 1.54. On 2d100 a sum of at least 150 needs one of the pairs totalling 150 to 200. For each sum s from 101 upward there are 201 - s pairs, so the count is 51 + 50 + ... + 1 = 1,326 of 10,000 pairs, or 13.26%.
Percentile dice appear across tabletop roleplaying games, wargaming systems, probability education, and decision-making wherever a 1-to-100 scale fits naturally.
- Tabletop RPGs: Percentile skill tests in Call of Cthulhu, Warhammer Fantasy Roleplay, and Eclipse Phase succeed at or under the skill value. The at-most condition with the skill as the target is the exact chance of success, displayed alongside each roll.
- Wargaming: Combat outcomes and morale checks that reference d100 tables resolve in batches, with several dice per roll for the simultaneous actions of a large engagement.
- Probability Education: A single d100 demonstrates a uniform distribution in which every outcome has exactly a 1% chance. Comparing those theoretical probabilities with the observed frequencies in the roll history illustrates the law of large numbers.
- Game Design and Playtesting: Percentile mechanics can be tested by running hundreds of rolls and reviewing the history log, to confirm that loot tables, encounter rates, or event triggers produce the intended distribution before a ruleset is finalized.
- Decision Making: Percentage ranges assigned to weighted options turn a roll into a selection. Allocating 1 to 40 for option A, 41 to 70 for option B, and 71 to 100 for option C gives them 40%, 30%, and 30% of the outcomes.
- Statistics Exercises: Repeated rolls build empirical data sets. Cumulative roll counts can be compared against the expected uniform curve to practice hypothesis testing and confidence interval construction.
- Random Encounter Tables: Game masters running sandbox campaigns roll on d100 encounter tables during sessions, and the sequence in the history helps avoid repeating the same encounter in a single session.
Inputs, outputs, and what the D100 Dice Roller computes
What the D100 Dice Roller asks for and what it returns, as a plain list. Defaults, units, and ranges are the ones the form loads with.
Inputs
- Number of d100 Dice (numeric input) · default: 1 · range: 1 to 100
- Rolls per Click (numeric input) · default: 1 · range: 1 to 100
- Condition · default: At least
- Target Number (numeric input) · default: 50 · minimum: 1
- Upper Bound (for Between) (numeric input) · default: 75 · minimum: 1
- Show probability breakdown · default: on
- Show roll history · default: on
- Animate dice roll · default: on
Controls
Reset · Clear History
Example
A character with a skill of 65 succeeds on a roll of 65 or less: 65 of 100 outcomes, 65%, or about 1 in 1.54.