The "Superstitious Mumbo Jumbo" Of Dice Rolling

There's a lot of "superstitious mumbo jumbo" (to quote Sir Alec Guiness about The Force in Star Wars') in the world. I take the scientific, naturalistic approach. I don't accept the supernatural as an explanation for anything, so why would I think there can be anything magical or supernatural in dice rolling/games?

There's a lot of "superstitious mumbo jumbo" (to quote Sir Alec Guiness about The Force in Star Wars') in the world. I take the scientific, naturalistic approach. I don't accept the supernatural as an explanation for anything, so why would I think there can be anything magical or supernatural in dice rolling/games?

Photo by Alex Chambers on Unsplash

"You can blow on the dice all you want, but whether they come up 'seven' is still a function of random luck." Barry Ritholtz

How many times do you hear someone say "I'm a bad dice roller," or occasionally, "I'm a good dice roller." This is pure hooey of course: probability governs dice rolling, personal characteristics have nothing to do with it. (Though a few people can consciously control dice when they throw them, which is why you have to throw off a cushion-wall in a casino.) Rather, most people don't understand probability, and some choose poorly about when to rely on the dice, which gives the appearance that there are bad dice rollers or good dice rollers.

Take Dungeons & Dragons for example, or other similar role-playing games. The objective in the game (for most) is to survive, then prosper. Good strategy and tactics in the game is to limit the number of times you have to rely on the dice to bail you out of trouble, and good players do that, while poor players rely on the dice a lot. So of course bad things happen to them following dice rolls. They may get the impression that they are "bad dice rollers", but what they actually are is bad tacticians, or simply unwise. ("He chose . . . poorly" (Indiana Jones and the Last Crusade).)

Let's say there's a chance that you can try periodically in a game to acquire additional assets, but it comes with a risk. One player takes a chance with one sixth likelihood of failure three times; and he/she fails once. Another takes a much worse chance, say a one third chance of failure, and tries six times. They fail twice. The first has failed a little more than average, but only once; the second has failed twice, average, but blames the dice for their greater failure rate (two times instead of one). In reality they only have themselves to blame for relying on the dice, but they turn this into "I've rolled badly." Duh!

If you don't know that there's no such thing as a bad dice roller or a good dice roller, then you probably shouldn't be a game designer, because you won't have a clue about probability. If you want to play games by depending on the dice, more power to you, but you have to understand simple probabilities to design games.

This doesn't stop you from having fun when you play; it doesn't prevent me from "casting spells" with ridiculous magic words (e.g. popocatépetl or ixtaccihuatl) to help someone else playing a game roll well, even though we all know it's ridiculous. It doesn't stop me from advising people to change hands when the rolls aren't going their way. Superstition is common in general, but we all know, or we should know, and I'll occasionally say it even as I indulge in it, this is all BS.

So get a grip on reality: dice are dice, random unless they're weighted unfairly of course, or unless you have a 20 sided die with two 20s and no 1's. (I've got one of those as a lark.) It has to be said though, most commercial hobby dice are likely to have a small bias, the production is just too cheap for anything else. So if someone has a "lucky die," maybe it really is skewed - but then it should be lucky for anyone not just for the owner. Maybe that's why, when somebody owns a "lucky die", they often won't let anybody else roll it.

Reference: "Probability for Game Designers" by James Ernest (Cheap-Ass Games).

contributed by Lewis Pulsipher
 

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Lewis Pulsipher

Lewis Pulsipher

Dragon, White Dwarf, Fiend Folio

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Johnny Angel

Explorer
I've never known any players who are actually superstitious about dice, but most I have known engage in a mockery of probability manipulation. When I set my dice down, I put them all at their highest value. It's kind of satisfying, but it doesn't make them roll high. I joke about die rolls being 'used up' if a good roll comes up from just fooling around. I don't use any ass-English when I roll, but I will occasionally use a gag like "baby needs a new pair of shoes" before I roll. In an old gaming group we would often say "Watch this!" just before we rolled as if we were daring some numinous force to punish us with irony for our hubris.

I have a d20 that came with my 2nd Edition Paranoia boxed set. With it, I rolled up the most powerful mutant commie traitor any of us had ever seen. But of course, if the die was really biased toward high rolls, that same die would also get him killed repeatedly. Undaunted by this prospect, I promptly named the character Trait-R-CME. These days I keep The Paranoia Die in a special box. Once in a while, when a game gets particularly tight and lives are in the balance I produce the box and open it with no little ceremony, and explain its legend for any who've never seen me press it into service before. And every time I've pressed The Paranoia Die into service in a game, the results have been consistently mediocre. It's never actually done anything spectacular either for me or against me in a game. But this too I have made part of the story, as though the ghost of that most powerful of traitors still haunts the die and is waiting for his moment to smite the table with triumph or despair.

To this day, I have never chi-square tested The Paranoia Die, because you can't chi-square test a legend.
 


ccs

41st lv DM
My force of will is not a superstition.

Just ask anyone I play WWII miniature war-games with about how I make armor saving throws for my tanks.
One of the guys jokes that the only way to kill my units is to hit me with stuff so strong that it simply doesn't allow me to roll a die....

Or ask them about how I WILL hit you with my PAK38 anti-tank guns at extreme range, through cover, etc.
 

I have a new set of dice, and I am convinced that the new D20 rolls 20's way more often than my other D20's. A stroke of luck? Superstition? Or just a die that happens to roll a certain way?

(And no, it's not weighted)
 

Dire Bare

Legend
I am a middle-school science teacher, and run an after-school D&D club. One of my 7th-graders is filled with very wrong ideas about how D&D works, including crazy dice superstitions. And because his dad filled his head with nonsense, nothing I say can change the kid's mind. The one I remember is that he is convinced Magic "spin-down" d20s are superior to standard d20s and roll higher because they are larger in size. *forehead smack*
 

This is something I say a lot on the forums (and in my games), so I definitely agree. Dice in general and d20s in particular are no friend to the players. Given half a chance, they'll kill you and everyone you've ever loved. Do your best to avoid rolling dice by removing uncertainty from the situation and you will be more successful.

And if you have to roll, spend that Inspiration!

Making a die roll is inherently not the same as relying on the dice. In many games, it may be that the results on the dice become insignificant as compared to character assets for a particular test or check. If my Eat Cupcakes skill is +20, and the difficulty for Eat Cupcakes skill tests is never higher than 20, I am always better off using a skill roll than I am relying on the whim of the DM.
 

Gibili

Explorer
"The objective in the game (for most) is to survive, then prosper."
For me the objective is to get together with friends and have a laugh. Not that we play to lose in any way shape or form, but neither do we try too hard to "win". That's just the way we play. Everyone is different...thankfully.

"Good strategy and tactics in the game is to limit the number of times you have to rely on the dice to bail you out of trouble, and good players do that, while poor players rely on the dice a lot"
Each to their own in how they play but I can't imagine playing a game in such a way as to limit the number of dice rolls in order to reduce the random factor and most certainly wouldn't attach the epithet "good" or "bad" to players in this context. That feels like a terribly prejorative thing to do. In my experience the most fun and laughter comes from daft and hasty choices, stupid plans and rolling 1s rather than rolling 20s or playing tactically to avoid the dice roll. There's no doubt that for us as a group, the tales we love to retell from many decades of playing are the monumental screw-ups and not the sucesses or how we "managed" the game to our advantage. I think a lot of the fun stems from how to recover from the screw-ups rather than avoiding them.

Yes, we also joke about "bad dice", ditching dice because they are rolling badly and alike. One thing I am (jokingly) sure about is something I call Narrative Prerogative. This is the ability of the dice to ensure the flow and narrative of the game happens in the most fun way. If it would be really bad but really funny for your character to slip on the rope bridge and drop that vital key into the river, they will roll to achieve just that result. If you have to roll riduculously high to save the day, the dice ensure it happens, thus creating the great storyline.
We've all had days where rolls have gone largely in our favour and days where the opposite is true and nothing goes your way. We had one day where even with the poor DM doing everything he could behind the scenes to help us out, short of enemies spontaneously combusting, our dice rolling was so atrocious we still couldn't avoid utter disaster. It was extraordinary and very funny. That is the nature of random events of course and we remember them because they are exceptional.
 

iserith

Magic Wordsmith
Making a die roll is inherently not the same as relying on the dice. In many games, it may be that the results on the dice become insignificant as compared to character assets for a particular test or check. If my Eat Cupcakes skill is +20, and the difficulty for Eat Cupcakes skill tests is never higher than 20, I am always better off using a skill roll than I am relying on the whim of the DM.

I think that says more about your experience with DMs than anything else.
 


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