What's this ominous pile of stacked bones? (d30)



1 A warning
2 A welcome
3 Evidence
4 A warding
5 A boundary marker
6 A trail marker
7 A midden
8 Aftermath of a hunt
9 Aftermath of a ritual
10 An art project
11 A scarecrow
12 A deactivated golem
13 An armored necromancer (just vibing)
14 A napping skeleton (let them sleep, they look like they need it)
15 A pile of sleeping skeletons (adorable)
16 An open-air ossuary
17 A memorial
18 A trophy
19 A sacrifice
20 A saintly relic
21 A roadside chapel
22 A replacement for the menhir that once stood there
23 A nest
24 A hive
25 A home
26 A throne
27 An oracle
28 An inactive portal
29 Aftermath of a spell
30 Aftermath of a miscast spell

Alectile Dysfunction


Sometimes you try to roll a die and it just falls onto the table with a disappointing flop. Sometimes you get too eager and it goes shooting off the table and gets lost on the floor. Don't worry, it happens to a lot of people. But if it's happening often enough that it causes problems in your gaming there are a few things you can try to make your rolls more reliable.

Note: "Problems" means wasting time looking for lost dice on the floor or having to ask "should I reroll that?" It doesn't mean cheating and has nothing to do with the actual numbers you roll. This is about the physics of rolling dice and getting you back to playing the game. It's also about you. If someone else at your table is flinging dice around to the point that it impacts everyone's enjoyment of the game, talk to them about it.

The goal of rolling is to get a randomized number by having the die tumble several times before it comes to rest. There are a few variables involved in that:
  • The shape of the die. A die's center of gravity changes with its shape. More ball-shaped sizes (d12, 20, 30) take less force to roll than pointier dice with pronounced edges (d4, 6, 8).
  • The surface it's rolled on. There needs to be enough friction between the die and the rolling surface that the die's edges catch and it tumbles instead of just sliding along.
  • The space it's rolled in. There needs to be enough of an open area that the die can roll and tumble a few times before it hits an obstacle.
  • The force used to roll.
  • The angle of the throw. A die thrown at a low angle to the table will travel farther than one thrown from a high angle.
If you have the right mix, the physics work in your favor and you get a nice, satisfying roll. If any of the variables are too far off, you run into problems. Start troubleshooting your dice rolling by thinking about your:

1 Force used

This is the simplest one. Are you throwing the dice hard enough? Too hard? Think about the times you've had an issue with the dice and try to see if there's a pattern. (Do pointier shapes flop more often? Try rolling those harder. Do rounder shapes go flying? Ease up on those.) Go get your dice and roll a bit, refresh your memory. It might be as simple as building a new muscle memory of how to throw each die shape. You might also just need to chill and stop chucking the d20 across the room.

2 Throw angle

You probably don't think about it, but what angle are you throwing your dice at? It does make a difference. The angle a die hits the table at determines the path it'll roll. A low-angle throw will travel farther along the table than a high-angle one and high-angle throws are more likely to bounce. Paying attention to the angle you throw at lets you predict how it'll behave.

Rolls off the table are more likely when you have a low angle and a lot of force. Flops are more common when you have a high angle and not much force. Slides happen when you have a low angle throw with force on a smooth surface, because there's not enough friction to make the die actually roll.

Try changing the angle of your throw. It's another facet of building new muscle memory and may help.

3 The space

Is your table cluttered? Be honest. If it's crowded on the table, organize it enough that you've got an open space to roll in. You don't have to clear it off completely, just make an open area that everyone can reach to roll in and make sure it stays clear. Aim for a 1' x 2' clear space and see if having that obstacle-free zone helps.

4 Rolling surface

If the table you play on is smooth, try putting something over it. Test roll on a tablecloth, piece of construction paper, sheet of craft felt, maybe even a carpet sample square. Anything with a rougher surface texture than your usual rolling surface. See if it makes a difference in how much the die tumbles and if it stops before falling off the edge of the table.


Try those changes individually and in combinations. If you still don't see an improvement in your rolls you might want to try some gaming equipment:


Dice trays

These provide a guaranteed clear space to roll in with walls to keep your dice from flying around. The walls also create a backstop for the dice to bounce off of and randomize more. I'd suggest getting a tray with a rougher inner surface like velour, felt, or suede leather so your rolls won't slide.

Dice cups

These are great for playing when there's not much room. Use the cup to shake the dice, then turn it over and reveal them like in Liar's Dice. It reduces the area needed to roll to a spot the size of the cup's mouth and randomizing by shaking inside the cup eliminates problems with the force and angle of throws. I'd suggest getting one made of leather or that has thick padding on the inside to cut down on noise while shaking since plastic can be loud.

A shot glass

Hear me out, it works. Get a shot glass. You want one wide enough that a d20 can sit in the bottom and not touch the sides. To roll this way just drop your die in the glass, it'll bounce around the inside and randomize just as well as it would with a good roll on the table. It also works with a lowball/old fashioned glass. The key is to have a glass surface for the plastic die to ricochet off. The drawback with this method is you can't roll multiple dice at once. The upside is it's ultra-compact and only takes up a shot glass worth of table space.

Dice towers

There are lots of styles, but the core principle is you drop a die in at the top and it randomizes by bouncing through a series of baffles inside the tower before rolling out at the bottom. It does all the work of rolling for you and conserves table space by using a vertical axis to reduce your rolling area to the footprint of the tower.


They're all good choices and there are plenty of styles available if you want to try them. Like anything else: Expensive doesn't mean better, look for good craftsmanship and quality materials, and consider how you'll store the thing once you've got it. (I try to look for equipment that disassembles or folds flat for easy transport and storage.)

Hopefully some of these suggestions will be useful and help you cut down on chaotic rolls so you can spend your game time playing, not hunting for lost dice. Give them a shot and see how it goes. Good luck!


Alternate Dice Interactions

I like playing around with dice. Figuring out probabilities and how they'll change in different circumstances is fun. It's one of the reasons I used to write systems, they let me implement my weird dice ideas and see how they worked. I'm more focused on writing content these days, so I figured I'd share the interactions I haven't gotten around to using yet. They might as well see the light of day now and instead of waiting for some nebulous future game.

Dice interactions are rules that directly interact with the math of a die roll to alter the outcome in some way. Some common ones most folks are familiar with are:

- Being able to reroll
- Replacing a roll result with a pre-rolled value
- Bonuses and maluses
- Advantage and disadvantage

Anything that modifies the dice rolled or the roll's result counts.

Here are some interactions I'd like to see used widely one day:

Step Up/Down

Alter what size die gets used in a roll. Make an ally's d4 roll a d6, or an enemy's roll use a d12 instead of a d20. (This one's already used regularly, but not enough that I'd call it common. I want to see it used even more often.)

Twin

Add a second die of the same size to a roll, turning the linear probability into a triangular distribution. There are already spells and abilities that let you add a specific die size to your rolls to give a variable bonus, but this is more about creating the curve probability than just providing a boost to the roll's result. It lets the player choose to avoid the risk of rolling very low or high and increase the probability of mid-range values. A play it safe strategy.

Pool

Add multiple dice of the same size and turn a single-die roll into a pool. Exactly how many dice are in the pool could be determined based on level, abilities, spell effects, whatever. It's not important. What's more interesting is how to resolve a roll like this. A number of successes-based threshold doesn't make sense for a roll that likely originally had a target number to beat for resolution. The two options that make the most sense to me are:

1) The result is the total of the dice. So a pooled skill check would (likely) have you rolling Xd20 and a pooled damage roll would be Xd[damage die]. It could easily end up being overwhelmingly powerful. It would also have the same mid-range stabilizing effect as Twin since it introduces a bell curve. The more dice you add, the more centralized the curve.

2) The result is one value chosen out of the separate rolled values. So if you roll a pool of 3d20 and get 2, 14, 9, only one of those is your result. There are a few ways you could decide which of the values is chosen. The most obvious is to pick highest or lowest, but that would just make this Advantage/Disadvantage with more dice. That's boring. The better option is that the player chooses which of the values they want to use.

Bulk

Replace the lowest value on a die with the highest so the highest value's probability is doubled. (Ex: On a d4 you'd replace the 1 with a 4 so your possible outcomes are 2, 3, 4, 4.)

Sap

Replace the highest value on a die with the lowest so the lowest value's probability is doubled. (Ex: On a d4 you'd replace the 4 with a 1 so your possible outcomes are 1, 1, 2, 3.)

* The probabilities for Bulk/Sap are different from Advantage/Disadvantage. The -vantage rolls are independent, meaning you still have a 1/X chance of each possible outcome in each roll. For Bulk/Sap the highest/lowest value has a 2/X chance of occurring. The significance of the 2/X probability also changes with the die size and has a much more dramatic effect on smaller dice.

Cycle

Rolls don't have a set die they use. Instead you cycle through the dice in a standard set, either stepping up or down with each new roll. So if you start a session rolling a d20, your next roll will use a d12, then a d10, a d8, d6, then after you roll a d4 you cycle back to a d20.

You can alter the direction of the cycle at any point with abilities/spells/etc to do things like making an enemy go 8-6-4 then reverse direction to 6-8-10 order instead of looping around to 20, or timing it beneficially for an ally.

Spiral

For enemies only. Each time they succeed add a die to their rolls so they have an ever-growing dice pool. The more they succeed, the more likely they are to succeed in the future in a self-sustaining spiral and get more dangerous as time goes on.

1d12 Guardian Beasts



1 Little girl in a pristine, frilly white dress. Happy to see you. Hands dripping red.

2 The combined spirits of eight thousand and one crows. Yoked together into a single body and mission but able to split apart into a cloud of beaks and claws.

3 You. Not a doppelganger, not a clone or shadow-self. It's actually you.

4 Ancient warrior's ghost, bound to his duty forever. Very friendly and understanding if you take a minute to stop and talk.

5 Your parents. They love you and are so proud of you, but they won't play favorites.

6 Five-legged horse made of fingernails with dog's teeth and dozens of tiny glowing eyes.

7 Many-tendrilled beast of shadows. A zone of hungry darkness, fuzzy at the margins until it strikes with razor edges.

8 Giant moss-furred hound made of black soil with bog iron bones, teeth, and claws. Melds into and erupts from the earth at will.

9 Lurid fungal bloom encrusting several rooms. Easy to pass. Releases spores that make interlopers want nothing more than to stay and protect the place.

10 Worms. Hundreds of thousands of worms, attracted by sound and working together to undermine the ground below intruders. Devour anything organic that falls through to them.

11 Sturgeon made of luminous plasma, swimming placidly through the air and unaware of its surroundings. Arcs of electricity leap from its spines to any conductive objects or creatures nearby.

12 Nimble eight-legged construct of prisms and lenses mounted on a titanium armature. Can direct rays of focused light to blind and incinerate by repositioning its body segments, using the pieces like burning glasses.