Using the Dice Roller

Joining a Room

There are two ways to join a room: Use a Direct Link or the Room ID and Passcode.

  • If you have a Direct Link, paste it into your browser.
  • If you know the Room ID and Passcode, you can enter them (and choose your Avatar) while in the Dungeon.

Once inside a room, a player can change their Avatar by using the Switch Avatar button.

Making a Room

To make a new room, you must be in the Dungeon, and then click on the button (bottom right) to make a new room. You will be asked to give the room a Name and choose to have the room Open or Closed.

  • Open Rooms can be joined by anyone who knows (or guesses) the Room ID.
  • Restricted Rooms require a Passcode to enter; when you create one, you will be prompted for a Passcode.
  • If you send the Direct Link to your players, it will have the Passcode embedded.
Getting Room Info

There are two places you can go to find Room Info.

  • Inside each Dice Room is an info link ( Room Info ) found on the top right of the page (next to the Profile Drop-down). Both Players and GMs can use this link, but GMs have access to more information.
  • (GMs only) Once you're on the Hub Page, look for a plus button ( ) for your room; clicking that reveals info that only GM's can see.
GM Controls

GMs have additional privileges in their rooms. (The user who creates a room is GM by default.) GMs can...

  • See more information about the room (including Direct Links, Passcode, etc.)
  • Ban/Unban players; GMs can also make a player the GM for that room.
  • Archive a room. Archived Rooms are hidden (but still accessible) on the Dungeon; they also have Dice and Chat turned off.

Dice Mechanics

Dice Types

The Polyhedral Dice Roller uses eight different dice, plus a bonus.

  • d4
  • d6
  • d8
  • d10
  • d12
  • d20
  • Bonus
  • d100
  • Numerical (any number from 1-999)
Dice Results

Basic dice results are displayed as a face, and are always shown in order rolled and in order of dice type (d4, d6, d8, d10, d12, d20, d100). The face shown matches the shape and color of the die. E.g.:

( 123 / d 999 )
Triumph and Despair
  • Triumph and Despair pips do not cancel each other.
  • The effects of a Triumph can be compared to a "critical hit" that you may have seen in another system. Likewise, a Despair can be thought of as a "critical failure".
  • In addition to these effects, each Triumph "includes" a Success, and each Despair "includes" a failure. These additional pips are accounted for by the dice roller.
  • It is possible to fail a roll with Triumph, or succeed with Despair.
  • See the Core Rulebooks for how these results play out narratively.
Force Pips
  • Light side force pips and Dark side force pips do not cancel each other.
  • They have their own unique rules for use.
  • See one of the Core Rulebooks for how they are used.
Numerical Dice
  • In the Star Wars Role Playing Games, the Numerical dice tend to only be used in the determination of critical injuries to characters or ships.
  • By default, the Numerical Dice are set as d100.
  • You can change the number of sides by selecting the "100" and typing the desired value.


Dungeons and Dragons
  • Official Website - Wizards of the Coast's website. Find all things D&D here.
  • SRD for 3.5 - (System Reference Document) A fan run site with tons of resources
  • SRD for 5E - "3.5"? "5E"? Being the original, D&D has been around so long there are a plethora of editions to choose from. 5E is the current.

The Polyhedral Dice Roller was not made with any input or coordination from any content holder.