Roll 1d100

A d100 is almost never a hundred-sided solid. You roll two ten-sided dice, one read as tens and one as units, and put them together into a number from 00 to 99 with 00 counting as 100. Solid hundred-sided balls exist, but they roll for an uncomfortably long time.

Press Roll to throw the dice.

Total

Number of dice
Modifier

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Rolling 1d100 gives a result from 1 to 100, and on a fair die each one is equally likely at 1%. There is no curve and no typical result to plan around. The average sits at 50.5, which is a number the die itself can never show.

Minimum
1
Maximum
100
Mean
50.5
Median
50.5
Std deviation
28.87
Chance per result
1%

1d100 probability distribution

One die means one way to make each result, so the chart is a flat line rather than a curve. Add a second die and the totals immediately start clustering.

Bar chart of the 1d100 distribution. Totals run from 1 to 100. The tallest bar is 1 and 2 and 3 and 4 and 5 and 6 and 7 and 8 and 9 and 10 and 11 and 12 and 13 and 14 and 15 and 16 and 17 and 18 and 19 and 20 and 21 and 22 and 23 and 24 and 25 and 26 and 27 and 28 and 29 and 30 and 31 and 32 and 33 and 34 and 35 and 36 and 37 and 38 and 39 and 40 and 41 and 42 and 43 and 44 and 45 and 46 and 47 and 48 and 49 and 50 and 51 and 52 and 53 and 54 and 55 and 56 and 57 and 58 and 59 and 60 and 61 and 62 and 63 and 64 and 65 and 66 and 67 and 68 and 69 and 70 and 71 and 72 and 73 and 74 and 75 and 76 and 77 and 78 and 79 and 80 and 81 and 82 and 83 and 84 and 85 and 86 and 87 and 88 and 89 and 90 and 91 and 92 and 93 and 94 and 95 and 96 and 97 and 98 and 99 and 100 at 1% each. 1: 1% 2: 1% 3: 1% 4: 1% 5: 1% 6: 1% 7: 1% 8: 1% 9: 1% 10: 1% 11: 1% 12: 1% 13: 1% 14: 1% 15: 1% 16: 1% 17: 1% 18: 1% 19: 1% 20: 1% 21: 1% 22: 1% 23: 1% 24: 1% 25: 1% 26: 1% 27: 1% 28: 1% 29: 1% 30: 1% 31: 1% 32: 1% 33: 1% 34: 1% 35: 1% 36: 1% 37: 1% 38: 1% 39: 1% 40: 1% 41: 1% 42: 1% 43: 1% 44: 1% 45: 1% 46: 1% 47: 1% 48: 1% 49: 1% 50: 1% 51: 1% 52: 1% 53: 1% 54: 1% 55: 1% 56: 1% 57: 1% 58: 1% 59: 1% 60: 1% 61: 1% 62: 1% 63: 1% 64: 1% 65: 1% 66: 1% 67: 1% 68: 1% 69: 1% 70: 1% 71: 1% 72: 1% 73: 1% 74: 1% 75: 1% 76: 1% 77: 1% 78: 1% 79: 1% 80: 1% 81: 1% 82: 1% 83: 1% 84: 1% 85: 1% 86: 1% 87: 1% 88: 1% 89: 1% 90: 1% 91: 1% 92: 1% 93: 1% 94: 1% 95: 1% 96: 1% 97: 1% 98: 1% 99: 1% 100: 1%
Every total you can roll on 1d100.
Exact odds for every 1d100 total.
Total Ways Probability This or lower
1 1 1% 1%
2 1 1% 2%
3 1 1% 3%
4 1 1% 4%
5 1 1% 5%
6 1 1% 6%
7 1 1% 7%
8 1 1% 8%
9 1 1% 9%
10 1 1% 10%
11 1 1% 11%
12 1 1% 12%
13 1 1% 13%
14 1 1% 14%
15 1 1% 15%
16 1 1% 16%
17 1 1% 17%
18 1 1% 18%
19 1 1% 19%
20 1 1% 20%
21 1 1% 21%
22 1 1% 22%
23 1 1% 23%
24 1 1% 24%
25 1 1% 25%
26 1 1% 26%
27 1 1% 27%
28 1 1% 28%
29 1 1% 29%
30 1 1% 30%
31 1 1% 31%
32 1 1% 32%
33 1 1% 33%
34 1 1% 34%
35 1 1% 35%
36 1 1% 36%
37 1 1% 37%
38 1 1% 38%
39 1 1% 39%
40 1 1% 40%
41 1 1% 41%
42 1 1% 42%
43 1 1% 43%
44 1 1% 44%
45 1 1% 45%
46 1 1% 46%
47 1 1% 47%
48 1 1% 48%
49 1 1% 49%
50 1 1% 50%
51 1 1% 51%
52 1 1% 52%
53 1 1% 53%
54 1 1% 54%
55 1 1% 55%
56 1 1% 56%
57 1 1% 57%
58 1 1% 58%
59 1 1% 59%
60 1 1% 60%
61 1 1% 61%
62 1 1% 62%
63 1 1% 63%
64 1 1% 64%
65 1 1% 65%
66 1 1% 66%
67 1 1% 67%
68 1 1% 68%
69 1 1% 69%
70 1 1% 70%
71 1 1% 71%
72 1 1% 72%
73 1 1% 73%
74 1 1% 74%
75 1 1% 75%
76 1 1% 76%
77 1 1% 77%
78 1 1% 78%
79 1 1% 79%
80 1 1% 80%
81 1 1% 81%
82 1 1% 82%
83 1 1% 83%
84 1 1% 84%
85 1 1% 85%
86 1 1% 86%
87 1 1% 87%
88 1 1% 88%
89 1 1% 89%
90 1 1% 90%
91 1 1% 91%
92 1 1% 92%
93 1 1% 93%
94 1 1% 94%
95 1 1% 95%
96 1 1% 96%
97 1 1% 97%
98 1 1% 98%
99 1 1% 99%
100 1 1% 100%

When you'd roll 1d100

Percentile rolls suit anything that needs fine control. Call of Cthulhu gives you a skill as a percentage and asks you to roll at or under it, so a rating reads as your odds directly with no arithmetic. Random tables use the same range to make some entries common and others genuinely rare, which is hard to do with a small die. Loot generators lean on it for the same reason.

Where this roll shows up

1d100 questions

How do you roll a d100 with two dice?

Pick one d10 as the tens die and one as the units die, ideally a set where the tens die is printed 00, 10, 20 and so on. Roll both, read the tens first, and combine. Two zeros together are read as 100, not zero.

Is there a real hundred-sided die?

Yes. The Zocchihedron is a hundred-faced ball named after its designer, Lou Zocchi. It exists and it works, but it rolls for a long time and the results have been argued over for decades, so most tables stick with two d10s.

Why do percentile systems roll under instead of over?

Because the skill number becomes the answer. If your rating is written as a percentage, rolling at or under it means the number on your sheet is your chance of success, with nothing to add up. That readability is the whole appeal of a percentile system.

What is a d100 used for outside role-playing games?

Anywhere you want fine-grained randomness: raffle draws, random selection from a long list, teaching probability, or settling something with more granularity than a coin. Any single result is genuinely rare, which is the point.