Dice+ Notation Reference

Basic Rolls

Modifiers

Advantage/Disadvantage (Keep/Drop High/Low)

Keep Operators - Keep specified dice, drop the rest:

Drop Operators - Drop specified dice, keep the rest:

Min/Max

Exploding

Exploding dice re-roll when they hit their maximum value and add the new roll to the total:

Basic Exploding:

Multiple Values (Comma-Separated):

Compounding (!!): Compounding explosions combine all explosion rolls into a single die value instead of adding separate dice:

Note: Exploding dice spawn new dice dynamically during the roll, which causes timing-dependent physics behavior that cannot be perfectly synchronized between clients. Remote viewers may see slightly different animations, but the roller's broadcasted results are always the source of truth.

Matching Explode

Matching explode triggers when multiple dice in a group show the same value. Instead of checking each die individually, it checks if N dice match — then rolls one additional die per matching group. If the new die also matches the original value, it chains.

*Basic Matching Explode:

With Selectors (filter which values can match):

Multiple Match Groups: If multiple distinct matching groups exist, each group triggers its own explosion. For example, 4d6!m rolling [3, 3, 5, 5] would spawn 2 explosion dice — one for the 3s and one for the 5s.

Chaining: When a matching explosion die lands on the same value that originally matched, it chains and spawns another explosion die (up to the max explosion limit).

With Advantage/Disadvantage: When combined with keep/drop operators (e.g., 3d10kh2!m), explosion dice only count toward the matching group's total. The system evaluates all possible kept-dice combinations and picks the best (advantage) or worst (disadvantage) total. For example, 3d10kh2!m rolling [2, 2, 7] with explosion [8] would compare: keeping {2, 2} + explosion 8 = 12 vs keeping {7, 2} = 9, and choose 12.

Validation: The dice count must be at least the match count. 2d10!m3 is invalid because you can't match 3 dice with only 2.

Note: Matching explode dice spawn dynamically like regular exploding dice, so remote viewers may see slightly different animations.

Re-Roll

Re-roll dice that meet certain conditions:

Basic Re-Roll:

Multiple Values (Comma-Separated):

Note: Re-roll modifiers replace dice dynamically during the roll, which causes timing-dependent physics behavior that cannot be perfectly synchronized between clients. Remote viewers may see slightly different animations, but the roller's broadcasted results are always the source of truth.

Target Success / Dice Pool

Some systems use dice pools where you count successes (dice meeting a condition) rather than summing values.

How It Works:

Basic Dice Pools:

With Failures: Add an f modifier to count failures that subtract from successes:

Display Format: 5d10>=8: [2, 4, 6*, 3, 8*] = 2 - * marks successes 4d6>4f<3: [2_, 5*, 4, 5*] = 1 - _ marks failures

Combining with Other Operators:

Dice pools work with other operators:

Operator Order Matters:

Important Notes:

Examples:

2d6=6: [4, 6*] = 1                   // only 6 is a success
4d3>1: [1, 3*, 2*, 1] = 2            // >1 is a success
4d3<2: [1*, 3, 2, 1*] = 2            // <2 is a success
5d8>=5: [2, 4, 6*, 3, 8*] = 2        // ≥5 is a success
6d10<=4: [7, 2*, 10, 3*, 3*, 4*] = 4 // ≤4 is a success
4d6>4f<3: [2_, 5*, 4, 5*] = 1        // 2 successes - 1 failure = 1
5d10>=8!: [2, 4, 6*, 3, 8*, 10*, 7*] = 4  // Pool with explosion

Reroll Highest / Lowest

Reroll the N highest or lowest dice after all dice have settled. Unlike r/ro (which reroll individual dice as they land), rh/rl rank all dice together and reroll the selected ones.

Notation: rh[count][condition][:maxIterations] / rl[count][condition][:maxIterations]

Examples:

Behavior:

Note: Rank rerolls wait for all dice in the group to settle, then physically despawn and re-throw the targeted dice — just like r/ro rerolls. The results are calculated deterministically so all players see the same final values.

Unique (Coming Soon)

Advanced Operators

Dice Model Selection

Assign specific dice from your dice bag by name:

Roll Descriptions/Labels

Add descriptive labels to your rolls using the # symbol. The # can appear immediately after a dice roll or at the end of the full expression:

Combined Features

All features can be combined for powerful roll expressions:

Mathematical Operations

Dice+ supports standard mathematical operations with proper operator precedence:

Multiplication and Division:

Parentheses for Order of Operations:

Operator Precedence (standard math rules):

  1. Parentheses () - Evaluated first
  2. Multiplication * and Division / - Evaluated left to right
  3. Addition + and Subtraction - - Evaluated left to right

Display Format:

Complex Expressions

Dice notation supports complex mathematical expressions:

Fudge Dice (dF Notation)

For Fate / Fudge system games. dF (or df) rolls a six-sided die showing two +, two blank, two - faces. Each die contributes −1, 0, or +1 to the total.

Notation Description Result Range
dF / 1dF One Fudge die −1 to +1
4dF Four Fudge dice (standard Fate ladder) −4 to +4
4dF + 2 Four Fudge dice with a +2 skill modifier −2 to +6
1d20 + 1dF Mixed roll varies

Mapping: Each Fudge die is physically a d6. Faces 1 and 4 → −1; faces 2 and 5 → 0; faces 3 and 6 → +1. The visible glyph on the die is + / blank / -.

Restrictions: Fudge dice support only count and arithmetic (+, -, *, /). Operators like ! (explode), kh/kl (keep), r (reroll), and dice pool comparisons are not allowed on dF.

Dicebag preview: When editing a d6 in the dice bag, a "Show as Fudge die (preview)" toggle previews the Fudge texture without changing the saved die. Rolling Fudge always uses dF notation.

Table Roll Notation (T Notation)

Use T followed by digits to roll multiple dice as place values — perfect for rolling on lookup tables in TTRPGs like Warhammer, OSR games, and others that use "roll on a D66 table" style mechanics.

Each digit after T specifies the die type for that place (hundreds, tens, ones, etc.):

Notation Dice Rolled Result Range
T66 d6 (tens) + d6 (ones) 11 – 66
T88 d8 + d8 11 – 88
T468 d4 + d6 + d8 111 – 468
T1000 d10 + d10 + d10 1 – 1000
T108 d10 (tens) + d8 (ones) 1 – 98
T6666 four d6s 1111 – 6666

Special digit rules:

d10 convention: When a d10 shows 10, it counts as 0 for the place value — the same convention as percentile dice. For all-d10 table rolls, a result of all-zeros equals the maximum (e.g., T1000 with three 10s → 1000, T100 with two 10s → 100).

Examples:

Table rolls can be combined with math modifiers: