To roll a die on the website, you use [roll] code.

Let's say, for example, that you want to roll a d20+5.

Just type [roll]d20+5[/roll] and you'll get (1d20+5) [17] .

Remember to put the backslash in the closing code. If you want multiple rolls, simply change the number of dice you want to roll.

Type [roll]6d6[/roll] and you'll get (6d6) [26] .

You can give your rolls a name as well. In the first half, you write [roll=And then you put the name here], then the dice you want, followed by the closing code like normal.

Type [roll=Damage]3d4[/roll] and you'll getDamage- (3d4) [10] .

NOTE:Once you post, you cannot go back and edit the rolls or add any more die rolls to the same post. A post with processed rolls in it is set in stone. Attempts to edit a post to correct mistakes in roll tags or to add more rolls to it will be unsuccessful. You need to roll any and all new dice in another separate post. Also, any attempt to Preview the post before you've sent it through will render all roll code inert and no rolls will be successful in the post from that point on.

Almost any of the common special characters found on your keyboard should be fine to include in the name of your roll. The only things that you should avoid are extra brackets, as they will obviously create confusion and keep your roll from processing correctly, and the tilde character. If you include a tilde in the [roll=] portion of the function, it will not only fail to process the roll, but your entire post will be swallowed up and the end result will appear to be a blank post. The info you lost will not be recoverable, not even if you go into edit mode for the post. The info will be gone for good, so be careful.

When putting formulas into your roll, compound arithmeticistechnically supported, as you can add multiple bonuses to your die rolls, put constants in any order, etc, but operations arestrictly left-to-right, they do not use "normal" arithmetic precedence rules. No parenthesizing exists to specify any other ordering.

More detail on this is in the 'More Features' Spoiler below, but it merits its own entry. Many games will require you to generate ability scores by rolling a handful of d6, and some of them will allow you to reroll 1s or higher and/or even keep the best 3 results. When doing this, make sure that you instruct the dice to reroll 1sbeforetaking the best results and not after. So a formula of 4d6rb3 will roll 4d6, rerolling all 1s first, and then select the best 3 results. A formula of 4d6b3r1 will still roll, but not correctly. The die roller's rerolls immediately follow the marked-out value.

For more detailed or precise rolls, here is a list of the current available roll commands:

DICE EXPRESSIONS

There are two types of roll display: a normal or verbose roll. A normal roll (using the [roll][/roll] tag) shows only the final result, whereas a verbose roll (using the [rollv][/rollv] tag) shows each die-face used in the final product.

A dice expression is made up of five parts; aquantity, the letter "d", atype, aqualifier, and amodifier.

Thequantityis the number of dice that will be rolled. In 3d6, this is the "3". Valid values are positive whole numbers. The quantity defaults to 1 if not given (i.e. d20 = 1d20).

Thetypeis the kind of dice that will be rolled, usually the number of faces. In 1d20, this is "20". Valid values include:

- A positive whole number, being the number of faces on a normal die; e.g. 1d6, 2d4, d20, d100.
- A % (percent sign), equivalent to a hundred-sided die, or d100.
- A letter F, for Fudge dice (can result in +1,0,-1 with equal likelihood).
- A letter U, for Ubiquity dice (can result in 0 or 1 with equal likelihood).

Thequalifierchanges how the dice will be counted before any modifier is applied. Five options are supported:

- No qualifier means the rolled dice faces are used exactly as-is, and summed up. This is the
onlyqualifier supported for Fudge and Ubiquity dice.- An "e" (
Explode) makes the dice "exploding", where if the die rolls its maximum value it is added to the total and then rolled again.

- An "e" followed by a positive whole number greater than one makes the die explode every time it rolls that value or higher. Giving 1d4e4 is the same as 1d4e. Giving 1d10e8 will re-roll any die showing an 8, 9, or 10, repeatedly, adding each result until it doesn't roll an explosive value.
- An "r" (
Reroll) makes the dice "re-roll" if they roll a 1. The 1 is ignored, and the die is rolled again.

- An "r" followed by a positive whole number less than the maximum rollable value makes the die re-roll every time it rolls the given value or lower. Giving 1d10r1 is the same as 1d10r. Giving 1d6r2 will re-roll any die showing a 1 or 2, repeatedly, ignoring each result until it rolls higher than the re-roll value.

Themodifierchanges what numeric transform will be applied to the dice after they are done rolling.

- No modifier means no change. The rolled dice are summed up and used as-is.
- A + or - followed by a number will add or subtract that value from the dice result.
- A * or x followed by a number will multiply the dice result by that value.
- A / followed by a number will divide the dice result by that value (rounding down).
- A "b" (
Best) followed by a positive whole number (which we will call "N") will discard all but the bestNdice results before taking the sum. For example, 4d6b3 will give the result of the best three of four rolled d6. Or, 3d20b1 will give the result of the best single roll out of three separate d20 rolls.- A "w" (
Worst) followed by a positive whole number (which we will call "N") will discard all but the worstNdice results before taking the sum. For example, 2d20w1 will roll two d20 and use only the lower roll.- A "s" (
Success) followed by a positive whole number will, instead of summing up all dice, simply count the number of dice which rolled the given "success" value or higher. 2d8s4 will result in 0, 1, or 2, depending on how many of the rolled d8s rolled 4 or higher. This is useful if you need to roll a large number of die, and are only interested in how many beat a target number.

The qualifier and modifier are both optional in normal rolls. Rolls support both exploding and re-rolling on the same die type, but at least 1 unexploding, unrerolling result must be between the reroll and explode values. A 1d2er would not work, but a 1d3er would.

You may still use only one of the Best, Worst, Success options per die, but you do not have to use the same one for every die-type in a compound roll.

You can freely combine qualifiers and modifiers. To roll 4d6, re-roll 1s, and discard the lowest result (a common D&D ability-score dice roll), roll 4d6rb3.

You can freely mix upper and lower case letters. 1D4 = 1d4, d20r1 = D20R1, and 4d6rb3 = 4d6Rb3 = 4d6rB3 = 4D6RB3.

You cannotedit rolls into a post. Furthermore, previewing a post with a roll command in it will parse the roll into the preview, forcing you to redo the command before posting.

Example Valid Dice Expressions:

- d20+3
- d6+2
- 2d8-2
- 5dF
- d2*4
- 4d6rb3
- d18+2d5r2*3
- 1d6e+2
- 2d20w1
- 12d20s18
- d6es4

Treat rolls of X as Y instead

Among others, there is a Pathfinder/D&D3.5 feat that lets you, instead of re-rolling 1s on your sneak-attack dice, treat it as a 2 instead. There is another feat that compounds on it, letting you treat both 1s and 2s as a 3 instead.

1s as 2s: first, for N sneak attack dice, roll "Nd3s" in a forum post. This will tell you how many dice will roll 2 or less. Let A be the result of this roll, and B be N-A (so, for N=8 and A=3, B will be 5). To calculate the actual damage rolled, make two separate rolls in one forum post; one of "B*2+Bd4" (to get the result 3 to 6 for each die that won't roll a 1 or 2) and one of "A*2" (to get the sum of A 2s).

1s/2s as 3s: first, for N sneak attack dice, roll "Nd2s". This will tell you how many dice will roll 3 or less. Let A be the result of this roll, and B be N-A. To calculate the actual damage rolled, make two separate rolls in one forum post; one of "A*3", and one of "B*3+Bd3".

The two damage rolls have to be done separately in the TTW forum roller, because at present, operator precedence is not implemented. The result of "3+4*2" is 14, not 11, as one might expect if using precedence rules. However, you can perform the "x*y" multiplications yourself and add them normally, giving, for example, "9+21+7d3" (if N was 10, A was 3, and 1/2 are treated as 3).

Example: a rogue with 9 sneak dice makes an attack that treats 1s as 2s;And then in a second post...Low Dice- (9d3s) [2]

Fixed Damage- (2*2) [4]

Variable Damage- (7*2+7d4) [33]

As you can see, there are a lot of newly added features, including but not limited to directly rolling a D&D character's statistics, rerolling the 1s and taking the best 3 all at the same time.

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