Dice notation explained: 2d6, 4d6kh3, and 1d20+5

Rulebooks, character sheets, and virtual tabletops all describe rolls in the same compact shorthand. Once you can read it, "4d6kh3" stops being a puzzle and becomes an instruction you can carry out in about four seconds.

Dice notation is a small language that tells you which dice to pick up and what to do with the numbers. The core takes a minute to learn. The suffixes (the kh3, the !, the x) are what trip people up, because they are not standardized, and the same three characters can mean different things in two different apps. This page covers the core, translates each common expression into an action you can perform at the table, and flags the places where two systems read the same characters differently.

What XdY±Z means

Every dice expression is built from the same three parts, and only the middle one is compulsory.

3d6+2

So 3d6+2 means: roll three ordinary dice, add them together, then add 2 to that sum. The lowest possible result is 5 and the highest is 20. Expressions can also be added together: 2d4+1d6 means two four-sided dice plus one six-sided die, all summed. Dice are always rolled simultaneously, not one at a time, unless a rule says otherwise.

Two details are worth fixing in your head now, because almost every mistake with notation comes from mixing them up. First, the modifier is applied once to the total, not once per die: 3d6+2 is not the same as 3d(6+2), and it is not the same as adding 2 to each of the three dice. Second, the number of faces bounds a single die, while the number of dice bounds the total: 1d12 and 2d6 both top out near 12, but they behave very differently, which is the subject of the section on distributions below.

From notation to the table

Notation is an instruction, so here is each common expression as one: what it says, what you do with your hands, and a link that sets our online dice roller to that set of dice.

NotationIn plain EnglishWhat you physically rollSet the table
d6 or 1d6Roll one six-sided die.One ordinary die.1d6 →
2d6Roll two six-sided dice, add them.Two ordinary dice; total 2–12.2d6 →
3d6Roll three six-sided dice, add them.Three ordinary dice; total 3–18.3d6 →
1d20+5Roll one twenty-sided die, add 5.One d20. The +5 happens in your head. There is no die for it.1d20 →
2d4+1d6Roll two four-sided dice and one six-sided die, add everything.Three dice of two different shapes at once.2d4+1d6 →
4d6kh3Roll four six-sided dice, keep the highest three.Four ordinary dice; slide the smallest one aside and add the rest.4d6 →
2d20kh1Roll two twenty-sided dice, use the higher. This is advantage.Two d20s; read the bigger number and ignore the other.2d20 →
2d20kl1Roll two twenty-sided dice, use the lower. This is disadvantage.Two d20s; read the smaller number.2d20 →
5d6Roll five six-sided dice.The Yahtzee handful.5d6 →
6d6Roll six six-sided dice.The Farkle opening throw.6d6 →
4dFRoll four Fudge dice, each showing +, blank, or −, and net the pluses against the minuses.Four Fate/Fudge dice; result −4 to +4.4dF →
1d100 or d%Roll percentile: a tens digit and a units digit, read together as one number from 1 to 100.A tens die (00–90) and an ordinary d10 (0–9). See below.d% + d10 →
10d6Roll ten six-sided dice, add them.A serious handful; total 10–60.10d6 →
20d6Roll twenty six-sided dice, add them.Twenty dice, more than this roller can put on the table. Twelve is its limit, so roll 10d6 twice and add the two totals.-

What the roller does and does not do. Those links set up the dice; they do not parse the expression. The roller adds up the faces it can see, so a flat modifier like the +5 in 1d20+5 is still yours to add, and nothing here rerolls, keeps, drops, or explodes for you. You roll the dice and read them, as you would with a physical set.

Keep and drop: kh3, kl1, dh1

The most common suffix family tells you to roll more dice than you will actually count. Two letters do all the work: k for keep and d for drop, each followed by h for highest or l for lowest, and then a number.

That last pair is worth stating as a rule, because it explains why two rulebooks can write the same roll two different ways and both be right. Keeping the lowest N of X dice is exactly the same as dropping the highest X − N. On two dice the arithmetic collapses to the simplest case: 2d20kl1 and 2d20dh1 are the same instruction, because keeping one of two and dropping one of two leave you holding the same die. The same is true at the other end: 4d6kh3 and 4d6dl1 are one roll wearing two names.

An older, wordier style writes the same idea with letters instead of numbers: 4d6−L means roll four six-sided dice and drop the lowest, with L and H standing for the lowest and highest die. You will still meet it in older rulebooks, and it means precisely what 4d6kh3 means.

Keep/drop never changes how many dice you roll. 4d6kh3 still means four dice hit the table. If you roll three and add them, you are playing a different, slightly harsher game (see the numbers below).

Advantage and disadvantage

Modern Dungeons & Dragons has a mechanic that appears constantly and is almost always written in words rather than notation, which is a shame, because the notation is exact. When a d20 roll has advantage, you roll a second d20 and use the higher of the two; with disadvantage you use the lower. In notation:

With a modifier attached it becomes 2d20kh1+5: roll both dice, take the better one, then add 5 to that single die. The modifier is applied to the die you kept, not to both. Say so out loud, because it causes arguments when you don't.

Two rules that catch people out, both straight from the game's own rules: advantage and disadvantage never stack, so three sources of advantage still mean exactly two dice; and if a roll has both advantage and disadvantage at once they cancel completely, and you roll a single d20. There is no such thing as 3d20kh1 in that system, however much you might want one.

Put two d20s on the table →

Exploding and open-ended dice

Some systems don't cap a die at its highest face. Roll the maximum, and you roll that die again and add the new result. If that also comes up maximum, you keep going. The technique goes by several names: exploding dice, open-ended rolling, and, in one variant, penetration. Different game lines call it the "rule of 6" or "acing".

There is no single agreed symbol for it, which is the main reason the notation is confusing. The common ones are an exclamation mark (3d6!), an asterisk (3d6*), or a trailing letter (3d6x or 3d6X), and there are three widely used variants:

Most systems also let you set the trigger below the maximum face (exploding on a 5 or 6 rather than only on a 6), which is written as a comparison after the symbol, such as Roll20's 3d6!>5.

Exploding dice have no ceiling, but they do have an average. An exploding d6 averages 4.2 rather than the plain die's 3.5. The extra 0.7 is small; the long tail is what you actually feel at the table, because roughly one roll in six turns into two dice, one in thirty-six into three, and every so often somebody's damage roll becomes a story.

Same intent, different dialect

The XdY core is universal, but every virtual tabletop invented its own modifier suffixes, and they clash. Below are the same six intentions written three ways, taken from each platform's own documentation.

What you wantRoll20Foundry VTTDemiplane
Roll 4d6, keep the highest 34d6k3 or 4d6kh34d6k3 or 4d6kh34d6kh3
Roll 4d6, drop the lowest 14d6d1 or 4d6dl14d6d1 or 4d6dl14d6pl1
Advantage on a d202d20kh12d20kh1d20 adv
Explode 3d6 on a 63d6!3d6x63d6e6
Reroll anything under 2, once each2d6ro<22d6r<22d6ro<2
Treat any result under 2 as a 2not in its reference4d10min24d10mi2

Three things in that table are worth calling out, because they are the ones that actually bite:

A caveat on the Demiplane column, in the interest of not pretending: the help article those examples come from carries a notice saying it stopped being updated in May 2025 and may no longer be current. It is still the platform's own published reference, and it is what we cite, but check a live roll before you build a macro on it. If you find any of these three has changed, please let us know.

What each modifier does to the odds

Each suffix changes the range of results in a specific way, and knowing how tells you what a rule is trying to do.

The page on dice probability shows where those numbers come from, with tables: the 36 combinations of two dice, why 7 is the peak, and how the math behaves when you add more dice.

Percentile and the d100 read

Rulebooks refer to d100 and d% interchangeably, and both mean the same thing: a single number from 1 to 100. Hundred-sided dice do exist, but the standard way to roll one is with two ten-sided dice, called percentile dice.

You decide before rolling which die is the tens digit and which is the units. Usually that is a dedicated tens die marked 00, 10, 20 and so on up to 90, paired with an ordinary d10 marked 0 to 9. Read the tens die, then the units die, and put them side by side. Roll a 7 on the tens and a 1 on the units and the result is 71. There is one special case: two zeros read as 100, not as zero. Percentages in rules are written the same way, so a 5% chance means a roll of 01 to 05 succeeds.

Our roller has both dice in its catalog (the tens die and the d10), so you can set the pair up and read them as you would physical ones. Roll percentile dice → Be aware that the total shown underneath adds the two numeric values rather than reading them as tens and units. The percentile result is the one you read off the faces. The rest of the polyhedral family, and which shapes are fair, are covered in types of dice.

Reading anything you meet

With that, you can read almost any expression. Take 2d6+1d8+4: two ordinary dice, one eight-sided die, all summed, plus 4. Or Foundry's 6d10cs>=8: six ten-sided dice, counting each 8 or better as a success rather than adding anything up. That is a dice pool, where the answer is a count rather than a total. Or 4dF+2: four Fudge dice netted against each other, plus 2.

When you hit a suffix you do not recognize, check the documentation for the tool you are using instead of guessing. As the table above shows, a wrong guess can leave you rerolling forever. If you just want the dice themselves (any mix of shapes, any colors, up to twelve at a time, on a screen everyone at the table can see), the roller on the home page is free and needs no account. To put it on a television so the whole group can watch the dice land, use the Android app.

Frequently asked questions about dice notation

What does 2d6 mean?

2d6 means roll two ordinary six-sided dice and add the two results together, giving a total between 2 and 12.

What does 3d6 mean?

3d6 means roll three six-sided dice and add them up, for a total between 3 and 18 that averages 10.5 and clusters around the middle.

What does 4d6kh3 mean?

4d6kh3 means roll four six-sided dice, keep the highest three, and add those three together. It is the traditional way of rolling a Dungeons and Dragons ability score, and it averages about 12.24 instead of the 10.5 you would get from plain 3d6.

What does the plus sign mean in 1d20+5?

The plus sign adds a flat modifier to the total after the dice are rolled. In 1d20+5 you roll one twenty-sided die and add 5, so the result is always between 6 and 25. The modifier is arithmetic, not an extra die.

Is kl1 the same as dh1?

On a two-die roll they are the same thing: keeping the lowest one of two dice and dropping the highest one of two dice leave you with exactly the same die. More generally, keeping the lowest N of X dice is identical to dropping the highest X minus N, so 2d20kl1 and 2d20dh1 both describe disadvantage.

Does every dice roller use the same notation?

No. The XdY core is universal, but the modifiers are not. Roll20 writes exploding dice as 3d6! while Foundry VTT writes 3d6x6 and Demiplane writes 3d6e6, and Demiplane spells drop as p rather than d. The worst trap is the letter r: in Roll20 a bare r keeps rerolling until the condition stops being met, while in Foundry r rerolls each die only once and rr is the recursive version.