Dice Breakdown
Standard Dice
d4 (Tetrahedron)
- Sides: 4
- Range: 1-4
- Average: 2.5
- Common Uses:
- Damage for daggers, darts, slings
- Healing potions (minor)
- Spell components (Magic Missile)
- Small creature hit dice
d6 (Cube)
- Sides: 6
- Range: 1-6
- Average: 3.5
- Common Uses:
- Damage for shortswords, shortbows, fire bolt cantrip
- Hit dice for wizards, sorcerers
- Initiative modifiers
- Most common damage die in early levels
d8 (Octahedron)
- Sides: 8
- Range: 1-8
- Average: 4.5
- Common Uses:
- Damage for longswords, battleaxes, crossbows
- Hit dice for clerics, druids, monks, rogues, warlocks
- Healing spells (Cure Wounds)
- Medium weapon damage
d10 (Pentagonal Trapezohedron)
- Sides: 10
- Range: 0-9 (standard d10)
- Average: 4.5
- Note: When used alone, 0 typically counts as 10
- Common Uses:
- Damage for heavy crossbows, pikes
- Cantrip damage scaling
- Component of percentile dice (d100)
- Random tables and encounters
d10 (Percentile/Tens Die)
- Sides: 10
- Range: 00, 10, 20, 30, 40, 50, 60, 70, 80, 90
- Markings: 00-90 in increments of 10
- Purpose: Used with standard d10 to create d100 rolls
- Common Uses:
- Paired with units d10 for percentile rolls
- Wild Magic tables
- Random encounter generation
- Loot tables
d12 (Dodecahedron)
- Sides: 12
- Range: 1-12
- Average: 6.5
- Common Uses:
- Damage for greataxes, lances
- Hit dice for barbarians
- Wild Magic Surge tables
- Less commonly used overall
d20 (Icosahedron)
- Sides: 20
- Range: 1-20
- Average: 10.5
- Common Uses:
- THE core die of D&D
- Attack rolls
- Ability checks
- Saving throws
- Skill checks
- Initiative rolls
d100 (Percentile Dice)
- Composition: Two d10s - one percentile die (00-90) and one units die (0-9)
- Range: 0-99 (0 May count as 100)
- Average: 49.5
- How to Read:
- Percentile die shows tens place (00, 10, 20, etc.)
- Units die shows ones place (0, 1, 2, etc.)
- Example: 30 + 7 = 37, (or may 00 + 0 = 100)
- Common Uses:
- Random encounter tables
- Loot generation
- Wild Magic effects
- Critical hit/fumble tables
- Percentage-based abilities
Dice Combinations and Notation
Standard Notation
- XdY: Roll X dice with Y sides
1d6
= Roll one six-sided die
3d8
= Roll three eight-sided dice and add them together
2d10
= Roll two ten-sided dice and add them together
Modifiers
- XdY+Z: Add a fixed number
1d6+3
= Roll 1d6 and add 3
2d8+5
= Roll 2d8 and add 5
Advanced Notation
- XdY-Z: Subtract a fixed number
- XdYkH: Keep highest (advantage-like mechanics)
2d20kH1
= Roll 2d20, keep the highest
- XdYkL: Keep lowest (disadvantage-like mechanics)
2d20kL1
= Roll 2d20, keep the lowest
- XdYr: Reroll specific numbers
1d8r1
= Roll 1d8, reroll 1s
- XdYe: Exploding dice (reroll max values and add)
1d6e
= Roll 1d6, if you get a 6, roll again and add
Specific Uses in D&D 5e
Combat
Action | Dice Used |
---|
Attack Roll | 1d20 + modifiers |
Damage Roll | Weapon-specific + modifiers |
Critical Hit | Double the damage dice |
Death Saves | 1d20 (10+ succeeds) |
Hit Dice by Class
Class | Hit Die |
---|
Barbarian | d12 |
Fighter, Paladin, Ranger | d10 |
Artificer, Bard, Cleric, Druid, Monk, Rogue, Warlock | d8 |
Sorcerer, Wizard | d6 |
Weapon Damage
Weapon Type | Damage Die |
---|
Simple Melee | d4-d6 |
Martial Melee | d6-d12 |
Simple Ranged | d4-d8 |
Martial Ranged | d6-d10 |
Spell Damage Progression
Spell Level | Typical Damage |
---|
Cantrip | 1d4-1d10 (scales with level) |
1st Level | 1d4-3d6 |
2nd Level | 2d6-4d6 |
3rd Level | 3d6-8d6 |
Higher Levels | Increases significantly |
Other Systems
Call of Cthulhu
- Primary Die: d100 (percentile)
- Mechanic: Roll under your skill value to succeed
- Skill Range: 1-100 (higher is better)
- Success Levels:
- Regular Success: Roll under skill value
- Hard Success: Roll under half skill value
- Extreme Success: Roll under one-fifth skill value
- Critical Success: Roll 01
- Fumble: Roll 96-100 (if skill is 50+) or 100 (if skill is under 50)
- Example: Psychology skill of 60 means success on 01-60, hard success on 01-30, extreme success on 01-12
Fate/Fudge Dice (dF)
- Sides: 6 (marked with +, +, blank, blank, -, -)
- Range: -4 to +4 (rolling 4dF)
- Used in: Fate Core, Dresden Files RPG
Advantage/Disadvantage
- Mechanic: Roll 2d20, take higher (advantage) or lower (disadvantage)
- Probability: Significantly shifts odds compared to flat 1d20
- Used in: D&D 5e extensively
Step Dice (Savage Worlds)
- System: Different die types for different skill levels
- Progression: d4 → d6 → d8 → d10 → d12
- Mechanic: Exploding dice (aces)
Pool Systems
- Mechanic: Roll multiple dice, count successes
- Examples:
- World of Darkness: d10 pools
- Shadowrun: d6 pools
- Genesys: Custom narrative dice
Special Dice Types
Narrative Dice
- Boost/Setback Dice: Add positive/negative elements
- Proficiency/Difficulty Dice: Core resolution mechanics
- Used in: Star Wars RPG, Genesys
Polyhedral Variants
- d3: Three-sided (rare, usually simulated with d6÷2)
- d5: Five-sided (very rare, usually d10÷2)
- d7: Seven-sided (theoretical, achieved through complex rolling)
- d14: Fourteen-sided (uncommon, exists but rarely used)
- d16: Sixteen-sided (uncommon, square-based pyramid)
- d24: Twenty-four-sided (deltoidal icositetrahedron)
- d30: Thirty-sided (rhombic triacontahedron)
Specialty Gaming Dice
- Poker Dice: Six-sided with card faces (9, 10, J, Q, K, A)
- Crown and Anchor: Naval gambling game dice with symbols
- Bunco Dice: Standard d6 but used in specific party game
- Liar’s Dice: Standard d6 used with cups for concealment
- Yahtzee Dice: Five standard d6 for the classic game
Location/Direction Dice
- Hit Location Dice: For combat systems (d20 with body parts)
- Scatter Dice: Shows direction and distance for area effects
- Compass Dice: Eight-sided with cardinal/ordinal directions
- Weather Dice: Custom faces for weather generation
Electronic Dice
- D&D Beyond Dice Roller
- Roll20 Virtual Dice
- Physical electronic dice
Online Rollers
- Roll20: Full virtual tabletop with dice
- D&D Beyond: Character sheet integration
- Foundry VTT: Advanced dice mechanics
- Discord Bots: Quick rolls in chat
Mobile Apps
- Dice by PCalc
- RPG Simple Dice
- DiceBox
- Dice Roller by b.freq
Browser Extensions
- Chrome D&D Dice Roller
- Firefox Dice Roller
Probability and Statistics
Single Die Probabilities
Die | Min | Max | Average | Notes |
---|
d4 | 1 | 4 | 2.5 | |
d6 | 1 | 6 | 3.5 | |
d8 | 1 | 8 | 4.5 | |
d10 | 0 | 9 | 4.5 | 0 often treated as 10 when used alone |
d12 | 1 | 12 | 6.5 | |
d20 | 1 | 20 | 10.5 | |
d100 | 0 | 99 | 49.5 | Uses two d10s |
Multiple Dice Probabilities
- 2d6: Average 7, bell curve distribution (7 most likely)
- 3d6: Average 10.5, tighter bell curve
- 1d12 vs 2d6: Same average (6.5 vs 7), but 2d6 more consistent
Advantage/Disadvantage Impact
- Advantage: ~+5 bonus equivalent on average
- Disadvantage: ~-5 penalty equivalent on average
- Effect increases for middle target numbers (10-15)
Quick Reference Tables
Common Damage by Level
Character Level | Expected Damage Per Round |
---|
1-4 | 5-10 damage |
5-10 | 10-20 damage |
11-16 | 20-35 damage |
17-20 | 35+ damage |
Difficulty Class Guidelines
Difficulty | DC | Description |
---|
Very Easy | 5 | Nearly everyone succeeds |
Easy | 10 | Most people succeed |
Medium | 15 | Typical challenge |
Hard | 20 | Difficult for most |
Very Hard | 25 | Only experts succeed |
Nearly Impossible | 30 | Legendary difficulty |
Tips for DMs
Dice Management
- Keep dice organized by type
- Have backup dice for players
- Consider digital alternatives for complex rolls
- Use dice trays to prevent scatter
When to Use Different Dice
- d4: Small damages, minor effects
- d6: Standard effects, common damages
- d8: Medium effects, healing
- d10: Heavy damages, percentiles
- d12: Maximum damages, rare effects
- d20: All major resolution
Homebrew Considerations
- Maintain mathematical balance
- Consider probability curves
- Test new dice mechanics thoroughly
- Keep notation clear and consistent