System Examples
Below are concise examples showing how popular RPG mechanics can be modelled with this notation. Feel free to tweak die sizes or modifiers to suit variant house-rules.
Dungeons & Dragons 5e – Advantage / Disadvantage
Normal roll – `d20`
Advantage – `2d20k1` (roll two d20 and keep the higher)
Disadvantage – `2d20kl1` (keep the lower)
Call of Cthulhu 7e – Percentile Skill Checks
Assuming a Skill value of 65
Regular skill check – `(d100) <= 65` (returns `1` on success, `0` on failure)
Alternative counting-success form: `d100<65`Bonus die (Advantage) – `min(d%, d%) <= 65` (roll two percentile dice, keep the lower tens digit)
Penalty die (Disadvantage) – `max(d%, d%) <= 65`
Shadowrun-style Dice Pools
10-dice pool, hits on 5 + – `10d6>5` (counts the number of 5s and 6s)
Exploding sixes (Edge) – `10d6!>4`
Savage Worlds – Trait & Wild Die
Trait die d8, Wild die d6, both explode, keep the best result:
`{1d8!, 1d6!}k1`
Fate Core
Skill roll +3 – `4dF + 3`
These examples highlight how grouping (`{}`), keep/drop (`k` / `kl`), success targets (`>`,`<`), exploding (`!`) and comparison expressions combine to recreate many system-specific mechanics.