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

lewpuls

Hero
Yes a lot of cheating occurs. One of my first rules is, if a die falls off the table, it never counts.


I have read of people who can control the result of dice rolls. This is why casinos require you to roll off a wall. Cheating and control are why some gamers use dice towers, or make people roll into a velvet-lined wooden box (I use both hexagonal and rectangular boxes). Britannia players often roll into the game box (about 800 rolls in a Brit game).


Cheap dice are often biased. Casino dice are made differently, sharp corners and no material removed for the numbers, and are much more expensive.
 

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Jay Verkuilen

Grand Master of Artificial Flowers
Yes a lot of cheating occurs. One of my first rules is, if a die falls off the table, it never counts.

Yep, my table rule is if it's cocked or dropped, it gets rerolled.


I have read of people who can control the result of dice rolls. This is why casinos require you to roll off a wall. Cheap dice are often biased. Casino dice are made differently, sharp corners and no material removed for the numbers, and are much more expensive.

Indeed, the physics of the die roll means that it's very, very difficult to induce bias when there's a higher energy bounce, hence the requirement in casinos for the back wall bounce for the roll to count. The Game Science dice are somewhat better than the Chessex ones, and both are miles better than the old 1970s and 1980s ones made of cheap plastic which wore down unevenly and often had serious manufacturing flaws.
 

sstacks

Shane "Shane Plays" Stacks
Most of the "superstition" I see in dice rolling and tabletop rpg gamer habits is more for fun than anything else, although there are probably some folks out there that take it more seriously than they will admit :) The only grip they need to get is a tighter one on their beloved lucky dice!
 

1d13

First Post
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*

I have seen GMs refuse to allow players to use MtG Spindown d20s because, and I quote, "It's cheating". I've heard heated arguments between DM acquaintances that because where the numbers are oriented on the d20 that this will cause higher numbers to be rolled more often.

Although due to more material removed for higher numbers than lower numbers, this would put a higher distribution of plastic at the 'bottom' of the die where the lower numbers sit than on top. Maybe?

I don't know I am not a materials scientist, or a statistician.
 

billd91

Not your screen monkey (he/him)
I have seen GMs refuse to allow players to use MtG Spindown d20s because, and I quote, "It's cheating". I've heard heated arguments between DM acquaintances that because where the numbers are oriented on the d20 that this will cause higher numbers to be rolled more often.

Although due to more material removed for higher numbers than lower numbers, this would put a higher distribution of plastic at the 'bottom' of the die where the lower numbers sit than on top. Maybe?

I don't know I am not a materials scientist, or a statistician.

I think a more likely problem isn't simply a case of material removed as much as it is a case of IF the die is biased, its bias will be much stronger. This would be ameliorated, partly, with normal dice that distribute high and low values more evenly than the MtG spindown.
 

Henry

Autoexreginated
I consider the “spin-down” dice cheating because it is more likely to roll consistently low or high due to rolling practices of the player, whereas a die randomized in the “opposite sides = 21” standard practice will produce more consistent randomness despite rolling styles. Most of us don’t have padded backstops at game tables to roll against.
 

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