To start playing, you only need one of each: the D4, D6, D8, D10, D12, and D20, but standard 7-dice sets also include a second D10 which is used for percentile rolls. Gamers often prefer to have multiples of some die in order to roll pools of dice, such as 6d6 in one roll instead of repeating an individual d6 roll six times.

The D4, D6, D8, D10, and D12 each play their crucial roles in shaping the results of weapon damages, magic spells, and healing effects. 


The D20, on the other hand, often decides the success of your character's actions. Whether your hero is attempting a daring leap, a stealthy pickpocket, or a powerful spell, it's the roll of the D20 that determines the success of their attempts. The beginner may hope for only high rolls, but knowing how to role with your rolls, whether good or bad, is the hallmark of the skilled gamer.


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The towering titan of Dungeons & Dragons, the D20, stands taller and rolls further than its counterparts, thanks to its near-spherical shape. Constructed from equilateral triangles, it's the die you reach for when the success of your character's endeavors hangs in the balance. Whether it's for attacks, saving throws, skill checks, or ability checks, each roll of the D20 carries a 5% chance for each result.

These two dice are rolled together to form a 'percentile' roll or the D100. To perform this, you roll both dice and combine their values. However, there's a twist: a roll showing double zeros doesn't equate to zero, but rather, it represents the elusive 100.

On its own, a D10 is sometimes used for damage dealt by large weapons like a two handed sword or halberd, for higher level spells, or to determine added hit points when a paladin or fighter goes up a level.

A longsword wielded in one hand or a rapier inflicts damage calculated by a D8 roll. It's also vital in the hands of a spellcaster. For instance, the 'Cure Wounds' spell, a staple healing spell for many classes, involves a D8 roll to determine the hit points restored. Similarly, some damaging spells like 'Shocking Grasp' or 'Ray of Frost' also rely on D8 rolls for their effects.

Many D&D players have a collection of D6s at their fingertips for scenarios that demand multiple dice. For instance, during the character creation process, a player might roll 3D6 to determine their character's attributes in the original rules. In many modern versions of D&D, the process has evolved to rolling 4D6 and discarding the lowest roll.

In gameplay, it is frequently used for weapon damage, especially for common weapons like short swords or maces. It's also often the die of choice for many spells, such as the iconic 'Fireball', where a wizard may find themselves rolling multiple D6s to determine the fiery spell's damage.

This little pyramid plays an outsized role in the game. With its values ranging from 1 to 4, it offers a low degree of variation, resulting in an average roll of 2.5. This makes it the perfect die for situations where you want relatively consistent results, or when the impact of luck needs to be minimized.

Damage rolls for small, light weapons, such as daggers or slings, often rely on a D4. The lower range of outcomes reflects the limited damage such weapons can inflict, providing a level of realism to the combat scenarios.

In Dungeons & Dragons, advantage and disadvantage are significant game mechanics. When rolling with advantage, you roll two D20s and take the higher result. This could be due to a beneficial spell, a special ability, a magical item, or the Dungeon Master's discretion based on the circumstances.

Statistically, while the average D20 roll is 10.5, rolling with advantage or disadvantage shifts this average. An advantage roll averages at 13.9, while a disadvantage roll averages at 7.1. These mechanics introduce additional layers of strategy and unpredictability, reflecting the dynamic nature of the D&D world.

In combat, not only is a natural 20 an automatic hit, but it often also results in a "critical hit", which usually means the player gets to roll extra dice for damage, making their attack significantly more potent. The exact rules for critical hits can vary between different editions of D&D, but they generally always mean good news for the player who rolled the 20.

The excitement comes from both the rarity of the event (there's only a 5% chance of rolling a 20 on a D20) and the potential game-changing effects. A well-timed natural 20 can turn the tide of a battle or allow a character to pull off a feat that they would otherwise have a hard time accomplishing. It adds a thrilling element of chance and unpredictability to the game.

The variety of dice allows for a wide range of possible outcomes, adding depth and complexity to the game. Different dice are used to determine different things, from the damage inflicted by a weapon swing to the success of an attempt to sing a song in a tavern, or persuade the shopkeeper to sweeten a deal.

A critical hit is often an automatic hit that deals extra damage, usually achieved by rolling a natural 20 on a D20. A critical fail or "fumble" usually happens when a player rolls a natural 1 on a D20, often resulting in an automatic failure regardless of modifiers.

A D100 is often represented by rolling two D10s. One die represents the tens place and the other represents the ones place. For example, if you roll a 70 on the tens die and a 2 on the ones die, you would read this as 72. A double zero means 100. A 00 plus a 1 means just 1.

Seriously though, beyond the practical need for multiple dice for certain rolls, many players enjoy collecting dice of different colors and styles. It can also be useful to have extra dice to lend to new players.

It's largely a matter of personal preference. Some players choose dice that match their character's color scheme or personality, while others might choose dice based on how well they roll or simply because they like the look of the dice. As long as you have at least one of each type of die (D4, D6, D8, D10, D12, D20, and a percentile die), you're ready to play D&D.

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Dice (SG: die or dice[1]) are small, throwable objects with marked sides that can rest in multiple positions. They are used for generating random values, commonly as part of tabletop games, including dice games, board games, role-playing games, and games of chance.

A traditional die is a cube with each of its six faces marked with a different number of dots (pips) from one to six. When thrown or rolled, the die comes to rest showing a random integer from one to six on its upper surface, with each value being equally likely. Dice may also have polyhedral or irregular shapes, may have faces marked with numerals or symbols instead of pips and may have their numbers carved out from the material of the dice instead of marked on it. Loaded dice are designed to favor some results over others for cheating or entertainment.

Although gambling was illegal, many Romans were passionate gamblers who enjoyed dicing, which was known as aleam ludere ("to play at dice"). There were two sizes of Roman dice. Tali were large dice inscribed with one, three, four, and six on four sides. Tesserae were smaller dice with sides numbered from one to six.[12] Twenty-sided dice date back to the 2nd century CE[13] and from Ptolemaic Egypt as early as the 2nd century BCE.[11]

Dice are thrown onto a surface either from the hand or from a container designed for this (such as a cup, tray, or tower). The face (or corner, in cases such as tetrahedral dice, or edge, for odd-numbered long dice) of the die that is uppermost when it comes to rest provides the value of the throw.

The result of a die roll is determined by the way it is thrown, according to the laws of classical mechanics (although luck is often credited for the results of a roll). A die roll is made random by uncertainty in minor factors such as tiny movements in the thrower's hand; they are thus a crude form of hardware random number generator.

One typical contemporary dice game is craps, where two dice are thrown simultaneously and wagers are made on the total value of the two dice. Dice are frequently used to introduce randomness into board games, where they are often used to decide the distance through which a piece will move along the board (as in backgammon and Monopoly).

Common dice are small cubes, most often 1.6 cm (0.63 in) across, whose faces are numbered from one to six, usually by patterns of round dots called pips. (While the use of Arabic numerals is occasionally seen, such dice are less common.)

Opposite sides of a modern die traditionally add up to seven, requiring the 1, 2, and 3 faces to share a vertex.[17] The faces of a die may be placed clockwise or counterclockwise about this vertex. If the 1, 2, and 3 faces run counterclockwise, the die is called "right-handed". If those faces run clockwise, the die is called "left-handed". Western dice are normally right-handed, and Chinese dice are normally left-handed.[18]

The pips on standard six-sided dice are arranged in specific patterns as shown. Asian style dice bear similar patterns to Western ones, but the pips are closer to the center of the face; in addition, the pips are differently sized on Asian style dice, and the pips are colored red on the 1 and 4 sides. Red fours may be of Indian origin.[18][19]

Non-precision dice are manufactured via the plastic injection molding process, often made of polymethyl methacrylate (PMMA). The pips or numbers on the die are a part of the mold. Different pigments can be added to the dice to make them opaque or transparent, or multiple pigments may be added to make the dice speckled or marbled.[20] 2351a5e196

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