Exact sums, range odds, modifiers, and distribution curves for any fair dice pool
Each extra die adds one layer of convolution to the sum curve.
Ways(T) = coeff of (x + x^2 + ... + x^S)^N
Add every total inside the chosen window, then divide by all outcomes.
P(a to b) = sum Ways(t - M) / S^N
Exact, at least, and at most all reuse the same sum table.
P(T) = Ways(T - M) / S^N
Pick a d10 pool to see the distribution summary.
Formula: d10 totals use P(total) = ways / total outcomes.
| Raw | Total | Ways | Exact | Cume |
|---|
| Face | Chance | Cumulative | Note |
|---|---|---|---|
| 1 | 10% | 10% | Low face |
| 4 | 10% | 40% | Middle band |
| 7 | 10% | 70% | Top half |
| 10 | 10% | 100% | Highest face |
| Pool | Min | Mean | Max |
|---|---|---|---|
| 1d10 | 1 | 5.5 | 10 |
| 2d10 | 2 | 11.0 | 20 |
| 5d10 | 5 | 27.5 | 50 |
| 10d10 | 10 | 55.0 | 100 |
| Threshold | 1d10 | 5d10 | Use |
|---|---|---|---|
| 6+ | 50% | 97.0% | Mid pool |
| 7+ | 40% | 92.2% | Hard check |
| 8+ | 30% | 83.2% | Tough check |
| 10 | 10% | 41.0% | Critical face |
| Rule | Mean Face | Effect | Best For |
|---|---|---|---|
| No reroll | 5.50 | Baseline | Simple rolls |
| Reroll 1s | 5.95 | Raises average | Smooth pools |
| Double 10s | 5.50 | Boosts hits | Success systems |
| Both on | 5.95 | High output | Heroic d10 |
If the expected total is near the target, the curve is usually balanced. Extremes become less likely as the pool grows.
Rerolling ones nudges totals upward, but double-10 rules only affect the success table, not the summed total curve.
Rolling a 10-sided die is great way learn statistics, predictions and math. These double-decahedra dice are good for hands-on activities. With one alone 10-sided die the chance roll 3 match 1 from 10 so 10 percent.
Every number has same probability show. For instance for reach precise number you shares 1 by means of the number of sides of the die, like this 20 on a 10-sided give 5 percent chance.
Simple formula for probability is p = 1/s. So the chance receive 7 with a 10-sided die is twice that of the 10-sided. Between 1 until 10 are five even numbers: 2, 4, 6, 8 10. Same number of odd: 1, 3, 5, 7, 9.
So probability for pair is 5/10 which 50 percent and likewise for odd. You counts probability sharing good cases by means of whole possibilities, for odd here 5 from 10.
With two 10-sided dice things alter causes. For describe them you uses 10×10 grid with 100 possibilities where each point show combination. The right upper side so are 10 plus 10 so 1/100 chance for that.
Roll two ones can happen once from 100 no 20 percent. The probability none ten appears are (9/10)² = 81/100 so at least one ten has 19/100 which 19 percent.
Three 10-sided dice give 1000 possible combinations of 1-1-1 until 10-10-10. For reach 6 or less exist 20 ways. If game estimates success in 6 or more then probability of no success is (7/10)³ = 343/1000.
Tends believe that three occasions give 30 percent chance but like this do not operate it is possible to roll 10 occasions without one alone appearence.