Guide · Dice, turns & tabletop
Random Number Generator for Games
Updated: June 2026
Lost the dice again? A random number generator covers almost every chance mechanic a game needs — rolling any die from a d4 to a d100, deciding who goes first, settling a tie, dropping loot, or triggering a random event. The key is knowing when results should repeat and when they shouldn't. Get that right and the tool replaces a whole drawer of dice and spinners.
Free · No upload · Instant in the browser
Rolling any die
A die is just a range from 1 to its number of faces. Set the minimum to 1, the maximum to the face count, and generate. The tool's "Dice 1–6" preset does the standard six-sider in one tap; change the maximum for anything else.
| Die | Range | Notes |
|---|---|---|
| d4 / d6 / d8 | 1–4 / 1–6 / 1–8 | Standard polyhedrals |
| d10 | 0–9 or 1–10 | Percentile tens digit |
| d12 / d20 | 1–12 / 1–20 | d20 for role-playing checks |
| d100 | 1–100 | Percentile roll |
To roll several dice at once — say 3d6 for a damage roll — raise How many to 3 and leave repeats on. Real dice are independent, so two of them can show the same face, and the tool's "show sum & stats" button totals them for you, which is exactly what you want for a multi-dice roll.
Who goes first?
Number your players and draw from 1 to the headcount. With four players, draw from 1–4; whoever's number comes up starts. For a full turn order rather than just the first player, set How many to the player count and turn on No repeats (unique) — the result is a shuffled order with each player appearing exactly once. Set the sort to Draw order so first-drawn means first to play.
Loot, events and tables
Lots of games resolve outcomes against a numbered table: roll 1–100 and read off the result. The generator handles this directly — set the range to match your table's size and draw. For weighted outcomes, give the common results a wider band: if a 1–10 roll should be "common" on 1–7 and "rare" on 8–10, the rare branch naturally fires about 30% of the time. This is how random encounter tables, treasure drops and event decks work under the hood.
- Random encounter or event tables (1–20, 1–100).
- Loot tier rolls with weighted bands.
- Coin-flip decisions — a 1–2 draw is heads or tails.
- Random starting positions, cards or tiles.
Fairer than a worn die
Physical dice can be unbalanced, chipped or loaded; a generator can't be. Every face is exactly as likely as the rules intend. For house games the default source is more than fair enough. For a tournament or anything competitive, turn on Crypto-secure so no one can claim a roll was predictable. And since it all runs offline in the browser, you can keep playing on a phone with no signal at the table.
Quick reference
Repeats on for anything that mimics independent dice or coins. Repeats off (unique) for turn order, dealing distinct positions, or any draw where the same result twice would break the rule. When in doubt, ask: "could two real dice show the same number here?" If yes, leave repeats on.
Frequently asked questions
How do I roll a die?
Set the range to the die's faces — 1 to 6 for a d6, 1 to 20 for a d20 — and generate. For several dice, raise the count and leave repeats on.
How do I pick who goes first?
Number the players, draw from 1 to the headcount, and that player starts. For a full order, draw them all with unique on.
Should repeats be on for dice?
Yes. Real dice are independent, so faces can match. Keep repeats on for rolling; use unique only when each result must differ.
Can it total multiple dice?
Yes. After a multi-dice roll, the "show sum & stats" button gives the total, average, min and max.