DiceCurv

Dice notation

2d10

Roll 2d10 and see where it lands on the real distribution. Range 2 to 20, averaging 11.00.

Total
Tap to roll, or press R.

The shape of 2d10

Your last roll is marked in white. The tall bars are where this notation actually lives.

Lowest
2
Highest
20
Average
11.00
Most likely
11
Chance of 11
10.0%
Possible totals
19

Peak at 11 (10.0%). Average 11.00. Range 2–20.

There is exactly one way to roll 2 and one way to roll 20, so each sits at 1.00%, or 1 in 100. There are 10 ways to make 11, which is why the middle of the range dominates. Rolling 2 dice instead of one trades range for reliability.

Every total, with odds

Exact figures, enumerated rather than simulated.

TotalChanceOddsThis or higher
21.00%1 in 100100.0%
32.00%1 in 5099.0%
43.00%1 in 3397.0%
54.00%1 in 2594.0%
65.00%1 in 2090.0%
76.00%1 in 1785.0%
87.00%1 in 1479.0%
98.00%1 in 1272.0%
109.00%1 in 1164.0%
1110.0%1 in 1055.0%
129.00%1 in 1145.0%
138.00%1 in 1236.0%
147.00%1 in 1428.0%
156.00%1 in 1721.0%
165.00%1 in 2015.0%
174.00%1 in 2510.0%
183.00%1 in 336.00%
192.00%1 in 503.00%
201.00%1 in 1001.00%

Common questions about 2d10

What is the average of 2d10?

11.00. The range runs 2 to 20, but the average sits in the middle because there are far more ways to land near the centre than at either end.

What are the odds of rolling 20 on 2d10?

1.00%, or 1 in 100. The minimum of 2 is equally rare at 1.00%. Both extremes need every die to cooperate.

What is the most likely result of 2d10?

11, at 10.0%. There are 10 different combinations that add up to 11, against 1 for 20. That gap is what makes the curve.

Is 2d10 the same as picking a number between 2 and 20?

No, and this is the most useful thing to understand about dice. Picking at random from 2 to 20 gives every one of those 19 results an equal 5.26% chance. 2d10 covers the same span with a hump in the middle: 11 lands 10 times more often than 20 does. Same range, completely different behaviour.

Related rolls

Single dice