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

ActionDice Used
Attack Roll1d20 + modifiers
Damage RollWeapon-specific + modifiers
Critical HitDouble the damage dice
Death Saves1d20 (10+ succeeds)

Hit Dice by Class

ClassHit Die
Barbariand12
Fighter, Paladin, Rangerd10
Artificer, Bard, Cleric, Druid, Monk, Rogue, Warlockd8
Sorcerer, Wizardd6

Weapon Damage

Weapon TypeDamage Die
Simple Meleed4-d6
Martial Meleed6-d12
Simple Rangedd4-d8
Martial Rangedd6-d10

Spell Damage Progression

Spell LevelTypical Damage
Cantrip1d4-1d10 (scales with level)
1st Level1d4-3d6
2nd Level2d6-4d6
3rd Level3d6-8d6
Higher LevelsIncreases 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

Digital Dice Tools

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

DieMinMaxAverageNotes
d4142.5
d6163.5
d8184.5
d10094.50 often treated as 10 when used alone
d121126.5
d2012010.5
d10009949.5Uses 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 LevelExpected Damage Per Round
1-45-10 damage
5-1010-20 damage
11-1620-35 damage
17-2035+ damage

Difficulty Class Guidelines

DifficultyDCDescription
Very Easy5Nearly everyone succeeds
Easy10Most people succeed
Medium15Typical challenge
Hard20Difficult for most
Very Hard25Only experts succeed
Nearly Impossible30Legendary 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