Table Games Calculator

Roll Under Probability Calculator

Roll Under Probability Calculator

Model roll-under checks for d20, d100, and custom dice with target skill, modifiers, penalties, advantage, disadvantage, critical lows, fumble highs, and one-roll reroll rules.

Roll Profiles
Roll-under d20 checks d100 skills Target number Difficulty penalty Advantage state Critical low Fumble high
Dice and Target Inputs
d100 uses 1 through 100; d20 uses 1 through 20.
Use 12, 20, 100, or another single-die range.
Base value the roll must be equal to or under.
Positive values help; negative values hurt.
Subtracted after the modifier.
For roll-under systems, lower is better.
Criticals count only when they are also successful lows.
Rolls at or above this number are forced fumbles.
Rerolls use the same target and advantage state.
Shows expected successes over repeated similar checks.
Success Chance
0%
target window
Critical Low
0%
successful criticals
Fumble High
0%
forced high failures
Expected Hits
0
per check set
Probability Breakdown
Component and Spec Grid
d20 Common range
A target of 12 succeeds on 12 faces before fumble overrides or extra dice.
d100 Percentile mode
A target of 55 starts as a 55 percent flat roll before penalties and rerolls.
Low Advantage keeps
Advantage rolls two dice and keeps the lower value in roll-under play.
High Fumble band
A fumble threshold at 20 on d20 creates a one-face forced failure band.
Reference Tables
Flat roll-under examples
DieEffective targetFumble highFlat success
d208 or under2040 percent before rerolls
d2012 or under2060 percent before rerolls
d10045 or under96 to 10045 percent before rerolls
d10070 or under96 to 10070 percent before rerolls
Advantage and disadvantage formulas
ModeSuccess formulaCritical formulaFumble formula
Flatpcf
Advantage1 - (1 - p)^21 - (1 - c)^2f^2
Disadvantagep^2c^21 - (1 - f)^2
Reroll stepApplied after modeUses same cUses same f
Critical and fumble windows
Settingd20 windowd100 windowCalculator treatment
Critical low 11 only1 onlyMust also be inside success target
Critical low 51 to 51 to 5Caps at effective target
Fumble high 2020 only20 to 100High band overrides success
Fumble high 96None on d2096 to 100Use sides plus one for no fumble
Reroll option effects
Reroll ruleFirst roll keptSecond roll used whenBest use case
No rerollAll outcomesNeverBaseline check
Non-fumble missSuccess or fumbleOrdinary missTraining, tools, aid
Fumble onlySuccess or missForced fumbleStability charm, safety rule
Any missSuccessMiss or fumbleStrong retry permission
💡Roll-Under Tips
Window audit: Keep the fumble threshold above the likely target when the system treats high rolls as automatic trouble. If the threshold drops into the target band, the calculator removes that high band from success first.
Reroll audit: Reroll rules are strongest when the first roll keeps successes and retries only misses. If fumbles are not protected, the second roll can still create a new high failure.

These are the roll under mechanics. There’s always that moment in a tabletop session when the narrative tension hangs entirely on a single roll; you need to hit a target, but you also don’t want to roll too high because then you’ll fumble your spell and blow yourself up or drop your sword into the abyss. That’s what roll under mechanics aims to catch: that exact kind of nervousness which results in a sort of gamble between being careful and being good, something high-is-better systems can never realy mimic.

On the surface, the math for these checks is super simple, but add in advantage states, modifiers, and fumble thresholds and things gets gnarly quickly. Now, with this system we’re taking something simple (you’ve got a number); when you roll a twenty-sided die, you need to get twelve or below to succeed at a task. That’s a solid sixty percent starting point. Roll a 1… 20? You’re good! Roll a two through a dozen? Success! That seems easy enough right?

Understanding Roll Under Mechanics

Then they throw in a fumble band. In some games, you automatically fail if you roll a natural twenty no matter how high your skill is. On paper, you have a seventy-five percent chance to succeed. However, the fumble band could slice off those remaining winning faces and lower your chances of succeeding. This does require some math and head-scratching to factor in both areas of possible success/failure, but thankfullly this calculator here will do all the work for us.

Also, roll under means that lower is better; that’s different than hit-over-target games where advantage and disadvantage operate. If you’re rolling with advantage, you get two chances and take the best one (meaning the lowest). That’s huge for shifting your odds to succeed. Statistically speaking, you’re much more likely to draw a low number from a pair of rolls than from just one. With disadvantage, you must take the higher of two rolls: brutal if you’re a character who’s built around having good skill scores. The reference table on the page makes all that clear and will show how something that has a flat fifty percent chance to occur will wildly swing based off whether you’re rolling with aid or hindrance.

Another rule element that gets ignored by game masters in the heat of play is rerolls, which add yet another level of complexity. If you’re permitted to reroll on a miss, and your second roll doesn’t fumble, then congratulations! You’ve increased your success rate. But here’s where intuition betrays most players: you may think “rerolling always helps,” but what if your fumble threshold is low? That second roll could quite easy roll into the disaster zone instead. The tool accounts for that by running the entire decision tree. It considers whether the reroll applies to all misses, or merely certain kinds of miss (specifically ones that aren’t fumbles). In doing so, it highlights how important it is to scrutinize your house rules before you realize they’re helping.

These chances also shift your thinking around how you build characters and approach encounters, you think about what character archetypes are more effective at getting into trouble, and of course, characters with sky-high skill ratings but poor protection against fumbles walk on thin ice. They gets things right most of the time, but when they don’t, it’s usually pretty bad; whereas a moderately skilled but widely safe character is reliable all the way across. The preset buttons let you playtest these archetypes easy, so give one a shot, compare the standard d20 routine scout to the unstable spell check and observe where their risk profiles split.

This is also where the expected hits metric becomes realy handy. This doesn’t give you a good idea of what happens at any one check. Instead, it can help you plan out a campaign by letting you know roughly how many successes to expect. It also helps you determine if a character is actualy capable of a task or if they’re just having a lucky streak that’s going to pop like a balloon.

All that said, understanding these odds brings clarity to the chaos: Once you grasp these odds, they remove the guessing out of character optimization and game design; instead of playing by the seat of your pants based off gut feeling, you can make educated decisions about when to play it safe and when to take a risk. Even if the dice don’t tell the truth (though they often do), the numbers never lie. Once you know your chances of succeeding, you get to enjoy the dramatic thrill of the roll while also knowing whether the system itself is rigged against you.

Roll Under Probability Calculator

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