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Dice Probability Calculator

Seven has six ways; twelve has one.

Seven has six ways; twelve has one. The probability of a total across any number of dice with any number of sides, with the full distribution.

Written and maintained by Mohit PatelLast checked August 4, 2026How we build these

Probability

16.667%

6 of 36 outcomes · most likely total is 7

Total possible outcomes36
Favourable outcomes6
Probability16.6667%
Odds against5 to 1
Expected total7
Most likely total7
Total 43 ways (8.33%)
Total 54 ways (11.11%)
Total 65 ways (13.89%)
Total 76 ways (16.67%)
Total 85 ways (13.89%)
Total 94 ways (11.11%)
Total 103 ways (8.33%)

The sum of several dice is not uniform, which is the whole point. With one die every face is equally likely; with two, the middle totals have far more combinations than the extremes — seven has six ways and twelve has one. As dice are added the distribution approaches a bell curve, which is the central limit theorem appearing in the simplest possible setting. The expected total is always the number of dice times (sides + 1) ÷ 2, here 7.

How the Dice Probability Calculator works

The probability of a total across any number of dice with any number of sides, with the full distribution. The sum of several dice is not uniform, and the shape of that distribution is the central limit theorem in its simplest setting.

Also known as: probability of rolling a 7 · 2d6 probability calculator · dice sum distribution · chance of rolling with multiple dice

Why dice sums are not uniform

A single die is uniform — every face equally likely. The sum of two is not, because there are six ordered ways to make 7 and only one to make 2 or 12.

That is why 7 appears in so many dice games as the pivotal number: it has the most combinations. The distribution is triangular for two dice and the shape is entirely a consequence of counting ordered outcomes.

As dice are added the distribution approaches a bell curve. That is the central limit theorem in its simplest possible setting — the sum of independent identically distributed variables tends to normal regardless of the underlying shape.

Expected value and the mechanics built on it

The expected total is the number of dice times (sides + 1) ÷ 2. Two six-sided dice average 7; three average 10.5, which is not a possible roll — expected value need not be attainable.

Advantage — rolling two and taking the higher — shifts the distribution substantially. The best of two twenty-sided rolls has an expected value of 13.825 rather than 10.5, which is far more than most players estimate.

Exploding dice, where a maximum roll grants another added roll, create an unbounded distribution with a long tail. The mean rises above the plain expectation, and the tail is what makes the mechanic feel dramatic.

How random are dice actually

Casino dice are precision-made with sharp edges and pips filled flush with material of the same density, and they are extensively tested. Any detectable bias would be exploited, which is why the standards are so high.

Cheap moulded dice with hollowed pips are measurably biased, because removing material from one face shifts the centre of mass. The bias is small and it is real, and it rarely matters in a game.

Digital rollers use pseudo-random generators, which are more than adequate for games, with cryptographically secure ones where fairness must be provable. The weakness is almost always in how a generator is seeded rather than in the algorithm.

Where to go next

The Dice Probability question rarely arrives on its own. These are the ones that usually come with it:

Frequently asked questions

What is the probability of rolling a 7 with two dice?

Six of thirty-six outcomes, so one in six. It is the most likely total because it has the most combinations — six ways against a single way for two or twelve.

Why is 7 more likely than 12?

Because there are six ordered ways to make 7 and only one to make 12. The sum of dice is not uniform even though each die individually is.

What happens as more dice are added?

The distribution approaches a bell curve, which is the central limit theorem appearing in the simplest possible case. With ten dice the extreme totals become vanishingly rare.

What is the expected total?

The number of dice times (sides + 1) ÷ 2. Two six-sided dice average 7; three average 10.5, which is not itself a possible roll.

How do I calculate advantage in tabletop games?

Rolling two dice and taking the higher shifts the distribution upward substantially — the expected value of the best of two d20 rolls is 13.825 rather than 10.5.

Are dice truly random?

Well-made casino dice are close, with sharp edges and balanced pips. Cheap moulded dice with hollowed pips are measurably biased, though rarely enough to matter in a game.

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