Bones! Notation Reference

Bones! rolls dice using Roll20-compatible notation: the same dice-expression grammar documented in the Roll20 Dice Reference. This page covers the notation you type into a Forms dice button. Roll20's chat-only features (roll queries, roll templates, inline rolls, macros, secret rolls) are not part of the dice notation and do not apply here.

Several modifiers below use a Compare Point (CP): an optional operator (<, =, >) followed by a number. In Roll20 notation >N means "greater than or equal to N" and <N means "less than or equal to N"; if the operator is omitted, = is assumed.

Basic Rolls

In NdX, the dice count N must be 0 or more and the sides X must be 1 or more.

Math Operators and Functions

Standard arithmetic with normal order of operations:

Example: floor(11/2) + 1d6

Precedence, highest to lowest: parentheses, then floor/ceil/round/abs, then **, then * / %, then + -.

Dice Types

Standard Dice

NdX rolls N dice with X sides each: 4d6, 1d100. N must be 0 or more, X must be 1 or more.

Fate / Fudge Dice

NdF rolls N Fate/Fudge dice, each reading -1, 0, or +1 (so 4dF ranges -4 to +4): 4dF, 4dF+1.

Computed Dice

(N+Y)dX or Nd(X+Y) works out the number of dice, or the number of sides, from an expression in parentheses: (2+2)d6, 2d(4+4). The computed dice count is rounded to the nearest whole number.

Modifiers

Modifiers attach to a roll to change its behaviour, and several can be combined on one roll. Most take an optional Compare Point (CP) to change their trigger.

Exploding

!CP rolls an extra die each time the maximum (or the CP) is rolled, and keeps going if the extra die also triggers.

Compounding

!!CP is like exploding, but all the extra rolls for a die are summed into that single die value.

Penetrating

!pCP is like exploding, but each extra die has 1 subtracted from it.

Keep / Drop

khN / klN / dhN / dlN keeps or drops the N highest (h) or lowest (l) dice. kN defaults to keep-highest and dN to drop-lowest.

Target Number / Successes

A bare Compare Point counts successes instead of summing: each die meeting the CP counts as one success. Remember >N is inclusive (N or higher).

Failures

fCP, only alongside a success check: each die meeting the failure CP subtracts one from the success count.

Rerolling

rCP rerolls a die (discarding the original) while it meets the CP, and can be repeated for several values.

Reroll Once

roCP is like reroll, but each die is rerolled at most once.

Critical Success / Fumble

csCP / cfCP marks a roll as a critical success or fumble in the result display. This is a display marker only; it does not change the total.

Sorting

sa / sd sorts the dice results ascending (sa, or just s) or descending (sd).

Dice Matching

m / mt highlights (m) or counts (mt) matching dice. This is display-oriented and does not change the summed total.

Modifier Order

Exploding, compounding, penetrating, and rerolls are applied while the dice are still "rolling"; keep, drop, success, failure, and sorting are applied after all dice have settled.

Grouped Rolls

Wrap several sub-rolls in curly braces { }, separated by commas, then apply a group modifier across the whole group.

Group Keep / Drop

khN / klN / dhN / dlN applied to a group:

Group Success / Failure

A Compare Point (and optional fCP) applied to a group: