Reference for the things rulebooks assume you already know: how to read the notation a roll is written in, what the odds behind a handful of dice actually look like, what each die in a polyhedral set is for, and how to play the classics with nothing but a few d6.
Every rulebook writes rolls in the same compact shorthand. Here is how to read it, including the keep and drop notation that trips people up.
Seven dice come in the set and new players are told to buy them before anyone explains what they do. This is what each one is for.
The maths behind why some rolls feel reliable and others feel like coin flips — with the numbers you can actually use at the table.
A fair question with a real answer. Here is how digital rolls are generated, where they can go wrong, and why physical dice are not the gold standard people assume.
What 4d6 drop lowest really produces, why the standard array is exactly 27 points, and how to pick between the three methods.
Playable rules for five classic d6 games, from the one-die filler you can teach in thirty seconds to the bluffing game that ruins friendships.
Every die has its own page with the odds, what it is used for, and how to read it — start with the d20, the d6, or the roller itself.