Rolling percentile dice
The table opens with one d100, which is really two ten-sided dice: one with tens (00, 10, 20 … 90) and one with units (0 to 9). Press Roll, the Space bar or the table, and both are thrown together. The result is shown as one number, so you never have to argue about which die was the tens. Hover a die in the result to see its split, such as 40 + 7.
Where a d100 is used
Percentile rolls turn a percentage into a die roll. If something happens 35% of the time, roll the d100 and it happens on 35 or less. Tabletop games use it for random tables: the System Reference Document 5.2.1 (fifth edition rules, CC BY 4.0) has a 1d100 trinket table for new characters, and the Teleport spell has the game master roll 1d100 against an outcome table. For a destination the caster knows very well, 01–05 is a mishap, 06–13 lands in a similar area, 14–24 is off target and 25–00 is on target, so the spell works 76% of the time.
Outside games, a d100 is a quick way to draw a random number from 1 to 100: a raffle ticket, a page of a book, a question from a numbered list.
Reading the odds
Every number has exactly a 1% chance, so the chance of rolling a given number or less is that number in percent: 25 or less is 25%, 90 or less is 90%. The Odds tab shows this as a flat histogram. That flatness is what sets a d100 apart from rolling two ten-sided dice and adding them (2d10), which piles up around 11 and makes 2 and 20 rare.
| Range on the table | Chance |
|---|---|
| 01–05 | 5% |
| 06–13 | 8% |
| 14–24 | 11% |
| 25–00 | 76% |
Several rolls in a row
Every roll is kept in History, newest first, so you can roll a series (say, ten random encounters) and copy the list with Copy history when you’re done.
This page always opens with 1d100 on the table: dice you change here aren’t saved, while your colors, sound and roll history are. To start from your own dice every time, use the dice roller.