Dice and Rolling
When your game calls for chance, Craft rolls real dice — physically simulated 3D dice that tumble across the screen and settle on a result. This page covers how rolls happen during play, the notation the dice understand, and how to change the way your dice look.
Three ways dice get rolled
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The GM rolls behind the scenes. NPC attacks, damage, saving throws, random encounters, loot tables — the Game Master rolls these itself and weaves the outcome into the narration. You see the result, not a roller.
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The GM hands you the dice. For your character’s checks, saves, and attacks, the Game Master asks you to roll instead: an interactive roll card appears in the chat, and play pauses until you press the button.
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You roll on your own. The dice button next to the chat input opens a dice builder — pick a die, set the count, choose advantage or disadvantage, add labeled modifiers, and attach an optional message. The roll posts to the chat as yours, and the GM reacts to it.
The roll card
When the GM asks for a roll, the card shows your character’s portrait with a dice badge, a line like “Kira, please roll”, the skill being tested, the dice expression, and why the roll matters. Press Roll and the dice tumble in 3D.
Once they settle you see every die’s face, the modifiers, and the total. Dice dropped by keep-highest or keep-lowest notation are crossed out, and a roll with several labeled groups gets a breakdown of each group’s dice and subtotal — so a pool of successes or an action-versus-challenge roll stays readable. The Game Master then reads the dice by your game’s rules and narrates what happens.
In Visual Novel Mode the same prompt takes over the scene as a full panel, and the result stays on screen until you press Continue.
Dice notation
One notation drives everything, whether the GM writes it or you type it into the dice builder:
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1d20— one twenty-sided die. The count is optional, sod20works too. -
1d20+5— flat modifiers. Label them to keep the math legible:1d20+2[STR]+3[PROF]. -
2d20kh1— keep the highest (advantage).2d20kl1keeps the lowest, and4d6kh3rolls four dice and keeps the best three. -
6d6[Pool]— a labeled dice group, for pool systems that count successes instead of summing. -
1d6[Action]+2d10[Challenge]— multiple groups in one roll, each labeled so they can be read separately. Groups can subtract too:1d20-1d4. -
4dF+2— Fate/Fudge dice, which land on +, −, or 0.
The total is always the plain arithmetic sum. In systems where the sum doesn’t matter — counting successes, comparing action dice against challenge dice — the GM reads the individual dice from the labeled groups instead.
3D dice and skins
Rolls render as physically simulated 3D dice for d4, d6, d8, d10, d12, d20, and d100. Unusual dice and very large handfuls skip the animation and show a plain results readout — the roll itself works the same either way.
You can change how your dice look. Open your account Settings and find the Dice Skin card, or press the Skin button inside the in-game dice roller. Your pick applies account-wide — every game, every roll. The Default skin is always available; others, like Founders Edition, are unlocked through special grants and stay locked until you have them.
Turning the roll tool on or off
The interactive roller is controlled by the Roll tool switch in Game Master settings, and it starts on. Only the owner can change it: the project’s setting is the default for new games, and each game then carries its own copy. With the tool off, the GM stops handing you dice but can still make its own rolls behind the scenes.
Making your system call for rolls
What to roll, and when, is your game’s design. Tell the Game Master in its instructions — “call for a Luck roll (2d6) when a plan depends on timing”, or “resolve every move with 1d6[Action]+2d10[Challenge]” — and it will use the roll tools to match. See Writing GM Instructions for how to write those rules well, and Agent Tools for the tools themselves.