The site has its own dice roller built into it, and there is a basic way to use it and an advanced way to use it. Open up the Spoilers to learn about them both.
We have a dedicated thread where you are free to take what you've learned here and practice using it as much as you want until you feel like you've got it figured out.
Using the [dice] tags, it is possible to make any basic die roll directly in your post using the following format: (number of dice)d(type of dice)
Dice rolls can be added, subtracted, multiplied, etc. And independent, separate dice rolls can be indicated by a comma separator.
For example, these three ways of doing it:
Attack roll [dice]1d20+6[/dice] vs Goblin #1.
[dice]1d20+5+3d6+1d4[/dice]
[dice]1d20,1d20,6d6[/dice]
Would result in rolls like this:
Attack roll (1d20+6) [3] + 6 = 9 vs Goblin #1.
(1d20+5+3d6+1d4) [1] + 5 + [2, 2, 5] + [3] = 18
(1d20,1d20,6d6) [13] = 13, [13] = 13, [6, 5, 3, 1, 6, 6] = 27
You can Preview your post, but the dice will not truly roll until you actually submit the post all the way through. Any changes you make to your rolls after that will be viewable by Staff Members and the Owners of any Campaigns you have Joined.
You can get a more detailed, verbose output if you use [vdice] tags instead of [dice] tags, which will show you the result of the die alone and then also the result of the die plus its modifiers.
So:
Attack roll [vdice]1d20+6[/vdice] vs Goblin #1.
Would look like this:
Attack roll ( 1d20+6) 12 => [12] + 6 = 18 vs Goblin #1.
Finally, if you specify a description inside of the dice tag itself, that description will be included as a part of the result.
So:
[dice=Attack roll vs Goblin #1]1d20+6[/dice]
Would come out like this:
(Attack roll vs Goblin #1 1d20+6) [12] + 6 = 18
Dice rolls can be added, subtracted, multiplied, etc. And independent, separate dice rolls can be indicated by a comma separator.
For example, these three ways of doing it:
Attack roll [dice]1d20+6[/dice] vs Goblin #1.
[dice]1d20+5+3d6+1d4[/dice]
[dice]1d20,1d20,6d6[/dice]
Would result in rolls like this:
Attack roll (1d20+6) [3] + 6 = 9 vs Goblin #1.
(1d20+5+3d6+1d4) [1] + 5 + [2, 2, 5] + [3] = 18
(1d20,1d20,6d6) [13] = 13, [13] = 13, [6, 5, 3, 1, 6, 6] = 27
You can Preview your post, but the dice will not truly roll until you actually submit the post all the way through. Any changes you make to your rolls after that will be viewable by Staff Members and the Owners of any Campaigns you have Joined.
You can get a more detailed, verbose output if you use [vdice] tags instead of [dice] tags, which will show you the result of the die alone and then also the result of the die plus its modifiers.
So:
Attack roll [vdice]1d20+6[/vdice] vs Goblin #1.
Would look like this:
Attack roll ( 1d20+6) 12 => [12] + 6 = 18 vs Goblin #1.
Finally, if you specify a description inside of the dice tag itself, that description will be included as a part of the result.
So:
[dice=Attack roll vs Goblin #1]1d20+6[/dice]
Would come out like this:
(Attack roll vs Goblin #1 1d20+6) [12] + 6 = 18
We have a selection of modifiers that can be applied to a basic roll that should cover most, if not all, situations in your games. If there is a need that isn't met, let one of the Staff Members know and the odds are pretty good that it can be added.
As you may already know, any number can be used as a dice type (eg. 1d37, 1d142, 2d9, etc.), but in addition to that some non-typical dice types can also be specified:
Using 1d% will roll a percentile die that will generate a number between 1 and 100.
Using 1dF will roll what is known as a Fudge die, which will generate a number between -1 and 1.
Using 1dB will roll a Binary die, which will generate either a 0 or a 1.
Dice modifiers are applied to each individual dice roll, and can be combined. If you repeat a modifier, only the first instruction will be used.
The 'Exploding' dice modifier (e or e#) tells the roller that if a die hits a certain value (by default the maximum value if left blank), an additional die is rolled and added to the pool. These extra dice also explode.
Examples:
[dice]8d6e[/dice] (Roll 8d6, explode if it comes up 6.)
(8d6e) [6, 1, 4, 2, 2, 2, 2, 4, 2] = 25
[dice]5d8e4[/dice] (Roll 5d8, explode if it comes up 4 or higher.)
(5d8e4) [2, 7, 4, 7, 2, 3, 2, 5, 7, 1] = 40
The 'Reroll' dice modifier (r or r#) tells the roller to reroll any dice that come up as a certain value or below (by default a 1 if left blank). The dice will keep rerolling until a result higher than the specified value is achieved.
Examples:
[dice]6d6r[/dice] (Roll 6d6, reroll any 1s. Minimum successful value for each die would be a 2.)
(6d6r) [3, 6, 4, 6, 6, 4] = 29
[dice]5d8r2[/dice] (Roll 5d8, reroll any 1s and 2s. Minimum successful value for each die would be a 3.)
(5d8r2) [4, 8, 4, 6, 6] = 28
The 'Reroll Once' modifier (o or o#) tells the roller to reroll dice just like the normal Reroll modifier tells it to, with one difference - all dice will only be rerolled a maximum of one time each. The second value will be kept, even if it is worse.
The 'Top' dice modifier (t or t#) tells the roller to keep the highest value dice results out of all if the dice that you rolled and to discard the rest. The default is the single highest result if left blank, but a value can be included so that more dice are held onto if desired.
Examples:
[dice]4d6rt3[/dice] (Roll 4d6, rerolling 1s, and then drop the single lowest, keeping the highest three results.)
(4d6rt3) [5, 4, 4] = 13
[dice]2d20t+4[/dice] (Roll 2d20, keeping the single best result, and then add 4 to it.)
(2d20t+4) [11] + 4 = 15
The 'Bottom' dice modifier works exactly the same as the Top modifier, except it is for keeping the lowest value dice results instead.
The 'Success' dice modifiers (s<#, s>#, or s=#) all tell the roller to count the dice results up in a different way than normal, not by their value but instead by whether they meet a certain threshold. A result will display as either a Success or a Failure. The numerical value of a success is 1 and the value of a failure is 0, so if you ever include additional math, you will be given a total that factors everything in already. For example, a roll of [Success, Success, Failure]+2 would be treated as [1,1,0]+2, or [2]+2, so your result would be 4.
Examples:
[dice]3d%s>50[/dice] (Roll 3 percentile dice, and count how many of them roll above 50.)
(3d%s>50) [Failure (5), Failure (8), Failure (42)] = 0
[dice]4d10s<4-1[/dice] (Roll 4d10, counting how many of them roll below a 4, and then subtract 1 from this number.)
(4d10s<4-1) [Success (1), Failure (6), Failure (6), Failure (9)] - 1 = 0
As you may already know, any number can be used as a dice type (eg. 1d37, 1d142, 2d9, etc.), but in addition to that some non-typical dice types can also be specified:
Using 1d% will roll a percentile die that will generate a number between 1 and 100.
Using 1dF will roll what is known as a Fudge die, which will generate a number between -1 and 1.
Using 1dB will roll a Binary die, which will generate either a 0 or a 1.
Dice modifiers are applied to each individual dice roll, and can be combined. If you repeat a modifier, only the first instruction will be used.
The 'Exploding' dice modifier (e or e#) tells the roller that if a die hits a certain value (by default the maximum value if left blank), an additional die is rolled and added to the pool. These extra dice also explode.
Examples:
[dice]8d6e[/dice] (Roll 8d6, explode if it comes up 6.)
(8d6e) [6, 1, 4, 2, 2, 2, 2, 4, 2] = 25
[dice]5d8e4[/dice] (Roll 5d8, explode if it comes up 4 or higher.)
(5d8e4) [2, 7, 4, 7, 2, 3, 2, 5, 7, 1] = 40
The 'Reroll' dice modifier (r or r#) tells the roller to reroll any dice that come up as a certain value or below (by default a 1 if left blank). The dice will keep rerolling until a result higher than the specified value is achieved.
Examples:
[dice]6d6r[/dice] (Roll 6d6, reroll any 1s. Minimum successful value for each die would be a 2.)
(6d6r) [3, 6, 4, 6, 6, 4] = 29
[dice]5d8r2[/dice] (Roll 5d8, reroll any 1s and 2s. Minimum successful value for each die would be a 3.)
(5d8r2) [4, 8, 4, 6, 6] = 28
The 'Reroll Once' modifier (o or o#) tells the roller to reroll dice just like the normal Reroll modifier tells it to, with one difference - all dice will only be rerolled a maximum of one time each. The second value will be kept, even if it is worse.
The 'Top' dice modifier (t or t#) tells the roller to keep the highest value dice results out of all if the dice that you rolled and to discard the rest. The default is the single highest result if left blank, but a value can be included so that more dice are held onto if desired.
Examples:
[dice]4d6rt3[/dice] (Roll 4d6, rerolling 1s, and then drop the single lowest, keeping the highest three results.)
(4d6rt3) [5, 4, 4] = 13
[dice]2d20t+4[/dice] (Roll 2d20, keeping the single best result, and then add 4 to it.)
(2d20t+4) [11] + 4 = 15
The 'Bottom' dice modifier works exactly the same as the Top modifier, except it is for keeping the lowest value dice results instead.
The 'Success' dice modifiers (s<#, s>#, or s=#) all tell the roller to count the dice results up in a different way than normal, not by their value but instead by whether they meet a certain threshold. A result will display as either a Success or a Failure. The numerical value of a success is 1 and the value of a failure is 0, so if you ever include additional math, you will be given a total that factors everything in already. For example, a roll of [Success, Success, Failure]+2 would be treated as [1,1,0]+2, or [2]+2, so your result would be 4.
Examples:
[dice]3d%s>50[/dice] (Roll 3 percentile dice, and count how many of them roll above 50.)
(3d%s>50) [Failure (5), Failure (8), Failure (42)] = 0
[dice]4d10s<4-1[/dice] (Roll 4d10, counting how many of them roll below a 4, and then subtract 1 from this number.)
(4d10s<4-1) [Success (1), Failure (6), Failure (6), Failure (9)] - 1 = 0
We have a dedicated thread where you are free to take what you've learned here and practice using it as much as you want until you feel like you've got it figured out.