Roll a d100
One hundred-sided result, rolled as a single die so there is no reading two dice and no argument about which one is the tens. Need the other six? The full dice roller takes any notation you throw at it.
1d20
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Reading it
Two dice, one number, one trap
At a physical table a d100 is two ten-sided dice. One is marked 00 to 90 and gives the tens, the other is marked 0 to 9 and gives the units. Add them and you have your roll. Every pair behaves the way you expect except one.
| Tens die | Units die | Reads as |
|---|---|---|
| 00 | 0 | 100 |
| 00 | 7 | 7 |
| 10 | 0 | 10 |
| 30 | 5 | 35 |
| 70 | 4 | 74 |
| 90 | 9 | 99 |
The trap is the first row. A d100 runs 1 to 100 and has no zero on it, so double zero is the top of the range rather than the bottom.
In play
What calls for a hundred-sided roll
Random tables, almost always. Each result is worth exactly 1%, which is why a hundred-row table is the standard way to write one and why rolling at or under a number reads straight off as a percentage.
- Wild magic surge
- Roll on a 100-entry table
- Treasure and loot tables
- Roll under a threshold per tier
- Trinkets and random encounters
- Roll and read the matching row
- Percentage chances the DM invents
- Roll at or under the number
Rolled a 1 on a sorcerer turn? The wild magic surge table has all 100 effects with severity filters, and rolls the d100 for you.
Questions
- How do you roll a d100?
- Press the die above and it rolls one hundred-sided result directly, so there is nothing to read across two dice. At a physical table you roll two ten-sided dice: one marked 00 to 90 gives the tens, the other marked 0 to 9 gives the units, and you add them.
- Why does 00 and 0 mean 100?
- Because a d100 runs from 1 to 100 and there is no zero on it. Every other pair adds up normally, so 00 and 7 is 7 and 30 and 5 is 35. The one combination with nothing left to add is 00 and 0, and that is the top of the range rather than the bottom.
- Is a d100 the same as percentile dice?
- Yes, in practice. Some sets include a genuine hundred-sided ball called a Zocchihedron, but most tables mean two d10 read together. Both produce a number from 1 to 100 with an even chance on each.
- What are the odds on a d100?
- 1% for each result. Rolling at or under a target is easy to read off: at or under 30 happens 30% of the time, at or under 75 happens 75% of the time. That is the whole appeal of the die, and it is why random tables are usually built with a hundred rows.
- What uses a d100 in D&D?
- Random tables, mostly. Wild magic surges are a d100 roll, and so are most treasure, trinket and random encounter tables. DMs also reach for it whenever they want to put a straight percentage on something and let the dice decide.
- Which d10 is the tens die?
- The one printed 00, 10, 20 and so on. If both of your d10 read 0 to 9, pick one before you roll and say out loud which is which. Deciding afterwards is how arguments start.
More free tools
Use next at your table
Wild Magic Surge Table
Rolled a 1 on a sorcerer turn? Find out what the surge actually did, across 100 effects.
BuildsPoint Buy Calculator
Building the character rather than playing it? Set ability scores with the 27-point budget or the standard array.
BuildsParty Composition Analyzer
The dice are not the problem. Check the party for the gaps that keep making these rolls so hard.
The dice remember nothing. Saga20 does.
The surge that turned the wizard into a potted plant is a story beat, not a number. Saga20 turns your recorded sessions into a campaign wiki, so the rolls your table still talks about are written down somewhere.