Every game reads its dice differently — a hit, a partial, three successes, a hard failure. Polyhedral's dice notation lets a roll carry that meaning, so the result on the table shows what your game actually says. Simple rolls stay simple; the rest is there when you want it.
A roll is written the way you'd say it at the table. Type the dice, add a modifier, and that's a roll. If you've used Roll20, this will feel familiar — the same shorthand works here.
| You write | You get |
|---|---|
| 2d6 | Roll two six-sided dice, total them |
| d20+5 | One d20 plus a flat five |
| 4d6kh3 | Roll four d6, keep the highest three — classic ability scores |
| 4d6dl1 | Same thing, said the other way: drop the lowest one |
| d6! | Exploding — every max roll rolls again and adds on |
| d6r1 | Reroll any 1 and take the new value |
| d6ro<2 | Reroll a 1 or 2 once, then keep whatever comes up |
| dF | Fudge / Fate dice |
Wrap any roll in double braces to turn it into a clickable button inside a note. Anyone at the table can tap it to roll.
{{2d6}} a button that rolls 2d6
{{d20+5}} a d20 with a +5
{{4d6kh3}} roll four d6, keep the best threeAdd a label after a pipe to say what the roll is for. The label shows on the button and in the result.
{{4d6kh3|Ability Score}}
{{2d6+2|Longsword Damage}}Give a roll a name with = and you can reuse it elsewhere in the same note with @Name. Handy for a damage roll you reference from an attack, or a stat you roll against repeatedly.
{{Damage = 2d6+3}} defines a named roll
{{@Damage}} rolls it again by name
{{Might = 3}} a named value
{{d20 + @Might}} rolls d20 and adds it@Field references also pull from a character sheet — so {{d20 + @Might}} uses whatever Might is on the sheet at roll time, not a number frozen into the note.
A plain roll just shows a number. But most systems want more than a number — a hit or a miss, a degree of success, a count of successes. Add one of the words below and the roll decides its own result and shows it. You never have to add up whether you passed.
vs — Beat a TargetRoll the total and compare it to a number. Meet or beat it and it's a success.
d20+5 vs 15
Shows Hit or Miss. A natural 20 reads as a Critical. Don't know the target, or want it secret? Write vs ? and it asks when you roll — or, if the difficulty is meant to stay hidden, leaves it blank and just shows the total.
d20+5 vs ? asks for the target at roll time
under — Roll Beneath a NumberFor skill-under systems: roll at or below the target to succeed. Pair it with bands to grade the result — a low roll is a better success.
d100 under 50 bands 1:crit, /5:extreme, /2:hard, 96..100:fumble
Shows the degree that fits: Extreme, Hard, an ordinary success, or a Fumble at the top of the range. The /5 and /2mean “a fifth of the skill” and “half the skill” — the thresholds move with the number automatically.
count — Dice PoolsRoll a handful of dice and count how many clear a bar. The count is the result, not the total. Add bane to also count a bad face — ones that cost you.
5d6 count >=4 how many dice show 4 or higher 8d6 count 6 bane 1 count 6s as hits, 1s as banes
Shows something like 3 Successes, or 2 Successes · 1 Bane.
best — Judge the Highest DieRoll several dice but only the single highest one matters. Combine with bands to name the outcome.
3d6 best bands 6:full, 4..5:partial, ..3:bad
Your best die of a 6 shows Full Success; a 4 or 5 is a Partial; 3 or under is trouble.
bands — Degrees of SuccessMap the total onto named outcomes. This is the 2d6 shape at the heart of Powered by the Apocalypse: a miss, a mixed result, a clean hit.
2d6+1 bands ..6:miss, 7..9:partial, 10..:full
A total of 8 shows 7–9: Partial. ..6means “6 and below”; 10..means “10 and up”.
margin — How Much You Beat It ByAttach margin to a vs or under roll to report the distance from the target as a second number — the effect, the degree, the overkill.
2d6+2 vs 8 margin
A total of 11 shows Success · Effect +3.
beats — Roll Against RollRoll a second thing and compare. Good for opposed checks. Add each and your total is checked against every die on the other side individually — the Ironsworn shape, where beating both, one, or neither gives a strong hit, weak hit, or miss.
d20+4 beats d20+2 opposed check d6+3 beats 2d10 each count how many you beat
Shows Win / Lose, or with each, Weak Hit (1 of 2).
When you create a game, you pick a system. From then on, a bare roll gets the right treatment on its own. In a Call of Cthulhu game, d100 against a skill already knows to roll under and grade the degrees. In D&D, a d20 check already knows a natural 20 is special. You write the dice; the system fills in what your table expects.
Spelling it out always wins. If you write the full notation — the vs, the bands, the count— that's exactly what you get, in any game, regardless of the system default. Reach for that when you want a roll to behave a specific way and never change its mind.
One line per system: what you can write, and what shows up when the dice land.
| System | Notation | Shows |
|---|---|---|
| Burning Wheel | 5d6 count >=4 vs 3 | 2 Successes vs Ob 3 — Failure |
| Call of Cthulhu | d100 under 50 bands 1:crit, /5:extreme, /2:hard, 96..100:fumble | Hard Success (23) |
| D&D | d20cs20cf1+7 vs 15 | Hit (22 vs 15) · nat 20 → Critical |
| PbtA | 2d6+1 bands ..6:miss, 7..9:partial, 10..:full | 7–9: Partial |
| Blades in the Dark | 3d6 best bands 6:full, 4..5:partial, ..3:bad | Full Success (6) |
| Alien | 8d6 count 6 bane 1 on stress | 1 Success · 2 Banes |
| Traveller | 2d6+2 vs 8 margin | Success · Effect +3 |
| Ironsworn | d6+3 beats 2d10 each | Weak Hit (1 of 2) |
Every piece of the notation in one place. A roll is dice and modifiers, optionally followed by one or more of the judging clauses.
| Syntax | Meaning |
|---|---|
| 2d6, d20, d%, dF | Basic dice, percentile, Fudge/Fate |
| d20+5, 2d6+d8+3 | Add modifiers and combine dice |
| 4d6kh3 / 4d6dl1 | Keep highest / drop lowest |
| d6! / d6!! / d6!p | Exploding / compounding / penetrating |
| d6r1 / d6ro<2 | Reroll / reroll once |
| d20cs20cf1 | Mark critical success / fumble |
| floor(3d6/2) | Math: floor, ceil, round, abs |
| {4d6, 3d8}kh1 | Roll groups and keep across them |
| Syntax | Meaning |
|---|---|
| vs 15 / vs ? | Beat a target (roll-over); ? asks or stays secret |
| under 50 | Roll at or below the target |
| bands ..6:miss, 7..9:partial | Named degrees of success |
| count >=4 | Count dice over a bar (pools) |
| bane 1 | Count a bad face alongside successes |
| best | Judge the single highest die |
| margin | Report distance from the target |
| beats d20+2 / beats 2d10 each | Compare against another roll |
| Syntax | Meaning |
|---|---|
| 15 | A fixed number |
| @Might, @Spot Hidden | A value from a character sheet |
| ? | Asked at roll time, or left secret |
| Syntax | Meaning |
|---|---|
| {{2d6}} | A clickable dice button in a note |
| {{4d6kh3|Ability}} | A labeled button |
| {{Damage = 2d6+3}} | A named roll, reusable as @Damage |
| {{d20 + @Might}} | A roll that reads a sheet field |