Lelifi·tools

10 Sided Dice Roller

A fair d10 lands on each face 1 time in 10, so the average roll is 5.5 and any face has a 10 percent chance. Three d10s average 16.5 (3 x 5.5) and land anywhere from 3 to 30. Two d10s also read as a percentile pair, a number from 1 to 100.

Roll one to twenty ten sided dice. Add a modifier, choose how the faces read, and the log keeps a tally of every throw in the session.

Roll a d10 alone or in pools of up to 20 dice, add a modifier, and read percentile pairs from the first two dice, with a session log tracking every throw.

By the Lelifi editors ·

Key takeaways

Chance of at least one 10 in a pool of d10sThe complement rule: 1 minus the chance every die misses, for pools of 1 to 10 dice10%1 die19%2 dice27%3 dice41%5 dice65%10 dice
Every added die multiplies the miss chance by 0.9, so the gains taper.
Reading a percentile pair from two d10s7Tens die4Ones die=74Tens x 10 + ones
The tens die times ten plus the ones die, with 0 and 0 reading as 100.
On this page
  1. What a 10 sided dice roller does
  2. Reading a d10: 0 to 9 or 1 to 10
  3. The odds behind one d10 and a dice pool
  4. Worked example: 4d10 plus 2
  5. Percentile rolls with a pair of d10s
  6. Dice pools that count 7s and up
  7. Fair numbers and rolling without a d10

What a 10 sided dice roller does

A ten sided die, the d10, is the workhorse of percentile systems and dice pools. The roller on this page throws one to twenty d10s at once, adds a modifier of your choice, and prints every die on screen with the total, the high and low rolls and a running session tally. Press the button or change any input and a fresh throw appears: changing the count rolls the new pool right away, while changing the modifier keeps the dice you have and updates the total.

Each die is a random number from 1 to 10. Roll three and add a +2 modifier, and the roller might show 7, 2 and 10: the dice sum to 19, and 19 + 2 = 21 lands as the final result. The same throw had an expected value of 16.5 before the modifier, because three dice at an average of 5.5 each give 3 x 5.5 = 16.5, and the spread runs from a low 3 (three 1s) to a full 30 (three 10s).

The tally line keeps the session log: every throw adds its dice to the running count, so after twenty throws of two dice the log shows 40 individual rolls with their average, and the count of 10s tells you whether the dice have been kind to you.

Reading a d10: 0 to 9 or 1 to 10

Most physical d10s print the digits 0 through 9 rather than 1 through 10. When the die is rolled alone, table convention reads the 0 as a 10, so every face still means a value from 1 to 10. When the die is rolled as part of a percentile pair, the same 0 means a zero, because 0 is a real digit of the two digit number. The roller handles both readings with a face style switch: the 1 to 10 style shows the value straight, and the 0 to 9 style shows the printed digit while the total still reads 0 as 10.

Die showsRolled alonePercentile digit
0 (printed)100
111
555
999
10 (1 to 10 style)100

The mapping matters most in percentile play, where a 10 in the 1 to 10 style stands for the digit 0. A pair showing 10 and 7 reads as 07, just 7, not 107. The short version: the tens die 10 means zero tens, and the only way to reach the top of the scale is 0 and 0, which reads as 100.

The odds behind one d10 and a dice pool

A fair d10 gives every face the same 1 in 10 chance, so a specific number shows up 10 percent of the time, and the top face is no exception. Strings of dice obey the complement rule: the chance of at least one 10 in a pool equals 1 minus the chance that every die misses.

With two dice the miss chance is 0.9 x 0.9 = 0.81, so the hit chance is 1 - 0.81 = 0.19, or 19 percent. Three dice give 1 - 0.729 = 0.271, about 27 percent. The gains taper because each added die multiplies the miss chance by another 0.9:

Dice in the poolChance of at least one 10Chance every die misses
110 percent90 percent
219 percent81 percent
327.1 percent72.9 percent
541 percent59 percent
1065.1 percent34.9 percent

Sums behave differently from individual faces. Two d10s can land on any total from 2 to 20, and the middle totals dominate: a sum of 11 comes up 10 times in the 100 ordered pairs, while a sum of 2 or a sum of 20 comes up once each. A single die has no favorite number; a pool always grows a hump in the middle. The MathWorld dice page works through the same counting for other die sizes.

Worked example: 4d10 plus 2

Many systems roll a damage hand like 4d10+2. Suppose the roller shows 4, 10, 7 and 3. The dice sum to 24, the modifier adds 2, and the final damage is 26. Before the throw you could have written the same numbers down in advance: four dice at 5.5 average give 4 x 5.5 = 22, the modifier adds 2, so the average result is 24, the floor is 4 + 2 = 6 and the ceiling is 40 + 2 = 42.

A second example shows how the spread grows with pool size. A single d10 plus 5 lands between 6 and 15, a range of 10 values, with the average at 10.5. Four d10s plus 5 lands between 9 and 45, a range of 37 values, with the average at 27. The average grows in clean steps of 5.5 per extra die, while the spread grows roughly with the square root of the dice count, so bigger pools feel steadier even though their extremes are wider.

When a system wants a bell shaped result from d10s, the pool itself is the tool: 3d10 replaces 1d30 with a distribution peaked at 16.5 instead of a flat line, and the extremes 3 and 30 each come up about once in a thousand throws.

Percentile rolls with a pair of d10s

Two d10s make a d100. One die is the tens digit, printed 00 to 90 on real percentile dice, and the other is the ones digit. The roller reads the first two dice of any throw as a percentile pair: a die showing 7 in the tens place and 4 in the ones place gives 74, and every number from 1 to 100 shows up exactly once per hundred ordered pairs, a flat 1 percent per value.

Tens dieOnes dieReads as
70474
0077
90090
000100

The pair 00 and 0 is the famous one. Read as digits it would be zero zero, but table convention gives the player the top of the scale, 100, on the same logic that makes a single 0 into a 10. Without the convention the pair would never produce 100 and the distribution would miss its last value.

Percentile rolls power random tables, treasure generation and any effect described as a percentage. With the 1 to 10 face style the roller maps a 10 to the digit 0 automatically, so 70 and 10 still reads as 70, and 10 and 10 reads as 100. Check the reading in the results table before you apply a table result; the percentile line prints on every throw of two or more dice.

Dice pools that count 7s and up

Dice pool systems roll a handful of d10s and count successes instead of adding the faces. The classic target is 7 or higher, which on a d10 covers the faces 7, 8, 9 and 10, so each die succeeds 4 times in 10, a 40 percent success rate. Expected successes are pool size times 0.4: a pool of 3 expects 1.2, a pool of 5 expects 5 x 0.4 = 2.0, and a pool of 8 expects 3.2. The roller supports the style directly: roll the pool, read the dice line and count the faces at 7 or above.

Pool sizeExpected successesChance of at least one success
31.278.4 percent
52.092.2 percent
83.298.3 percent

Botch rules lean on the same die. If a 1 cancels a success and a throw with no successes and at least one 1 is a disaster, the odds sit on the low face: a single die botches 10 percent of the time, and the all 1s outcome across five dice lands once in 100,000 throws. Some systems let 10s count double, which nudges the average up without changing the 40 percent base rate, and the roller's tens counter tracks how often the top face appeared in the session.

Fair numbers and rolling without a d10

The roller draws from crypto.getRandomValues, the browser's cryptographic random source, and discards any draw that would bias the last digit, so all ten faces stay equally likely. When that source is unavailable the code falls back to Math.random, which is uniform enough for table play. The NIST randomness guidance (SP 800-90B, 2018) is the reference behind this style of rejection sampling. Nothing leaves the browser: the dice, the log and the totals never touch a server.

Without any device at hand, several stand ins produce a fair 1 to 10. A d20 halves cleanly: roll it and treat 1 or 2 as 1, 3 or 4 as 2, up to 19 or 20 as 10, so every value gets two of the twenty faces. A deck of cards with the face cards removed gives A through 10. A spinner divided into ten equal sectors works, and a pair of differently colored d10s keeps working as the percentile pair described above. Physical d10s wear unevenly, and a die that has been rolled thousands of times can drift away from flat; the digital roller cannot, which is one reason online tables moved their dice to the browser.

Frequently asked questions

What is the average of a d10 roll?

5.5. The faces 1 through 10 sum to 55, and 55 / 10 = 5.5, so pools of dice average 5.5 per die: three dice expect 16.5 and ten expect 55.

What are the odds of rolling a 10 on a d10?

1 in 10, or 10 percent. Every face has the same chance on a fair die, and the roller uses a cryptographic random source with rejection sampling to keep it that way.

What are the odds of at least one 10 with three d10s?

27.1 percent. Each die misses with probability 0.9, three misses compound to 0.729, and 1 - 0.729 = 0.271. Five dice reach 41 percent and ten reach 65.1 percent.

How do you read two d10s as a number from 1 to 100?

The first die is the tens digit and the second is the ones digit, so 70 and 4 read as 74. The pair 0 and 0 reads as 100, which keeps every value from 1 to 100 possible.

What does 00 mean on percentile dice?

Zero tens. 00 with a 4 on the ones die reads as 4, and 00 with a 0 on the ones die is the top result, 100, by table convention.

What is the average of 3d10?

16.5, since 3 x 5.5 = 16.5. The total can land anywhere from 3 to 30, and the middle totals near 16 and 17 come up far more often than the extremes.

How many d10s can I roll at once on this page?

Up to 20. The total then runs from 20 to 200 before modifiers, and the results table shows each die so you can apply per die rules.

Is an online d10 roller as fair as a physical die?

It is at least as fair. The roller uses the browser cryptographic random source and rejects biased draws, while a worn physical die can drift away from a flat 10 percent per face.

What shape is a d10?

A pentagonal trapezohedron: 10 kite shaped faces, 20 edges and 12 vertices. The two pointed ends are why the die tumbles differently from a d6.

How do I roll 1 to 10 with a d20?

Halve the d20 result and round up. A 1 or 2 gives 1, a 19 or 20 gives 10, and each value gets two of the twenty faces, so the result stays flat.

What are the odds five dice all show 1?

One in 100,000. Each die lands on 1 one time in ten, and 10 x 10 x 10 x 10 x 10 = 100,000 equally likely combinations.

Can I use this roller for tabletop sessions?

Yes. It works offline in the browser, keeps a session log with the running average and the count of 10s, and reads percentile pairs from the first two dice of each throw.

Spotted a wrong number or a broken result?

More Everyday tools

See all Everyday tools

Fee schedules, rates and rules change without notice. Always confirm important figures with the official source before you rely on them.