Keep Highest and Lowest
The kh (keep highest) and kl (keep lowest) modifiers filter which dice contribute to the final result. The number after kh/kl specifies how many dice to keep — it defaults to 1 if omitted (see Implied Defaults).
Syntax
NdXkhM— Roll N dice, keep the M highestNdXklM— Roll N dice, keep the M lowestNdXkh— Shorthand forNdXkh1NdXkl— Shorthand forNdXkl1
D&D 5e Advantage/Disadvantage
| Roll | Notation |
|---|---|
| Advantage | 2d20kh |
| Disadvantage | 2d20kl |
| Advantage + modifier | 2d20kh+5 |
Call of Cthulhu Bonus/Penalty Dice
Using d% (percentile pair), kh/kl operates on the tens die only, leaving the units die fixed:
| Roll | Notation |
|---|---|
| Standard skill check | d% |
| One bonus die | 2d%kl |
| Two bonus dice | 3d%kl |
| One penalty die | 2d%kh |
| Two penalty dice | 3d%kh |
Note: 2d100kl is different — it rolls two independent flat d100s and keeps the lowest complete result. See d% vs d100.
Custom Skill System
The same mechanic powers the custom d[0..5] skill system:
| Skill Level | Notation |
|---|---|
| Unskilled | 4d[0..5] |
| Skill +2 | 6d[0..5]kh4 |
| Skill -2 | 6d[0..5]kl4 |
D&D 5e Ability Scores
4d6kh3 — Roll 4d6, keep the highest 3.
See also: Notation Spec, d% vs d100, Custom Skill System