A number from 1 to 100 is the natural way to roll percentages, pick a contest winner from a numbered list, or choose a random page, seat or question. This generator gives each of the hundred numbers exactly the same 1% chance on every draw, and it can produce a whole list at once — with repeats allowed or ruled out.
How to use the 1–100 generator
- Keep How many numbers at 1 for a single pick, or enter up to 1,000.
- Choose an order to sort a longer list.
- Tick No repeats to make every number in the list different (up to 100 numbers).
- Press Generate. The tape shows your number, or for a list the smallest, largest, sum and average, with the full list below.
Probability on a 1–100 scale
Every value is equally likely, which makes probabilities easy to read straight off the number line:
| Event | Chance |
|---|---|
| Any one exact number | 1% |
| 1–10 (or 91–100) | 10% |
| 1–25 | 25% |
| 50 or below | 50% |
| An even number | 50% |
| A multiple of 7 (7, 14, … 98) | 14% |
| A perfect square (1, 4, … 100) | 10% |
That simple mapping is why tabletop games use “percentile” rolls: a 35% chance becomes “succeed on 35 or less”.
Repeats appear sooner than you think
Allowing repeats means each draw ignores the last. The chance that at least two of k draws match is
which passes 50% at 13 draws (55.7%) and reaches 87% by 20 draws. If a list must not repeat — numbered prizes, survey respondents, raffle tickets — tick No repeats.
Worked example: a 100-entry giveaway
A giveaway has 100 entries numbered in the order they arrived, and two prizes.
- Set How many to 2 and tick No repeats.
- Suppose the draw returns 47, 83. Entry 47 wins first prize and entry 83 second.
- Each entry had a 2 ÷ 100 = 2% chance of winning something, and there were 100 × 99 = 9,900 equally likely ordered results.
Screen-share or record the draw if participants want to see it happen.
Common uses
- Percentile checks in role-playing and board games.
- Random sampling, such as checking 5 of 100 invoices or homework papers.
- Classroom picks: numbered seats, quiz questions or reading pages.
- Practice data: a quick list of values for a mean, median and mode exercise.
- Guessing games: with “higher/lower” hints, a perfect strategy finds any number from 1 to 100 in at most 7 guesses, because 2⁷ = 128 covers the range.
If every number between 1 and 100 must eventually come up, draw all 100 with No repeats; the result is a complete shuffle. Collecting them by random draws with repeats would take about 519 draws on average.
For other ranges, use the main random number generator, the 1–10 picker or the dice roller for d100 notation.
Numbers come from your browser's cryptographically secure generator using rejection sampling, so no value is more likely than another. Nothing is saved or sent anywhere.
Frequently asked questions
What is the chance of getting a particular number from 1 to 100?
1 in 100, or 1%, on every draw. The chance of rolling 50 or below is exactly 50%, and of rolling 91 or higher exactly 10%.
How do I draw several different numbers between 1 and 100?
Enter how many you need and tick No repeats. The tool draws without replacement, so no number appears twice. You can draw up to all 100 that way, which gives a full random shuffle.
How many draws until a number repeats?
Sooner than most people guess. With 12 draws the chance of at least one repeat is about 50%, and with 20 draws it is about 87%.
Can I use this instead of percentile dice?
Yes. A pair of ten-sided percentile dice also gives each value from 1 to 100 a 1% chance, so a single pick here is a drop-in replacement for a d100 roll.