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I started out sharing a set with the table.. It's not the worst thing in the world. Usually only one person is rolling at a time anyway.

Plus I'd bet most of these kids have phones where they could get dice rolling apps,

They could use a deck of cards.. Red cards are 1-10, black cards are the same but +10

Or heck, I've heard people play in prison using numbers written on slips of paper in a hat or a cup.

But with that said.. Rolling dice is one of the most fun parts of the game. A pound or two of dice would probably go a long way.

I'd also suggest having someone involved reach out to wizards. I'm sure there's a division that helps with these kind of things. I know Magikids exists for MTG clubs, but I don't know if there's a similar group for D&D
There is a D&D for schools kit from WotC. Once the club is up and running, I'll make sure the class advisor knows.

And I know that if I was suddenly pumped about D&D as a middle schooler (and I was), my dad would end up getting me my own stuff for Christmas (and he did).

I suspect that, if this club gets going, a lot of these kids will be rolling their own dice long before the end of the year.
 

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Back in the Dim Times we used numbered counters for the first few months because, well, there were no polyhedra to be found locally.
There's a classic article from The Dragon #7 (reprinted in Best of Dragon vol 1) called WHAT TO DO WHEN THE DOG EATS YOUR DICE, or Some Other Calamity Befalls you Twenty Minutes Before the Game Club Gets To your Place enumerating more than a dozen different ways to generate random numbers, some practical and others at least mildly hilarious.
 

There's a classic article from The Dragon #7 (reprinted in Best of Dragon vol 1) called WHAT TO DO WHEN THE DOG EATS YOUR DICE, or Some Other Calamity Befalls you Twenty Minutes Before the Game Club Gets To your Place enumerating more than a dozen different ways to generate random numbers, some practical and others at least mildly hilarious.
The first two or three Best of the Dragon volumes are the things that WotC should work hard on nailing down the reprint rights on. Solid gold material throughout.
 

The first two or three Best of the Dragon volumes are the things that WotC should work hard on nailing down the reprint rights on. Solid gold material throughout.
The first two especially are good for folks interested in the early history. Volume 1 in particular contains a lot of stuff for OD&D and occasionally other stuff like Metamorphosis Alpha and even an article on Barsoomian ruins.
 

The first two especially are good for folks interested in the early history. Volume 1 in particular contains a lot of stuff for OD&D and occasionally other stuff like Metamorphosis Alpha and even an article on Barsoomian ruins.
And a lot of the actual play stories wildly contrast with the mythology that's grown up since.

If people are learning the language "Wall" in an attempt to interrogate dungeon corridors, they're not engaged in some sort of gritty simulation, and are proving that you don't require a great deal of crunch to attempt to power game.
 


And a lot of the actual play stories wildly contrast with the mythology that's grown up since.

If people are learning the language "Wall" in an attempt to interrogate dungeon corridors, they're not engaged in some sort of gritty simulation, and are proving that you don't require a great deal of crunch to attempt to power game.

Most early power-gaming I saw was either the consequence of accumulated magic items (and not necessarily because of Monte-Haulism; the standard treasure tables were plenty there) or the consequences of accumulated precedence from ad-hoc decisions made by GMs that later came back to bite them.
 

Most early power-gaming I saw was either the consequence of accumulated magic items (and not necessarily because of Monte-Haulism; the standard treasure tables were plenty there) or the consequences of accumulated precedence from ad-hoc decisions made by GMs that later came back to bite them.
Yeah, I wonder now about the whole Monty Haul issue, given that you'd need a mule train to get all the treasure out of even a relatively low level TSR module. And random anonymous filler monsters in higher level adventures like Descent into the Depths of the Earth all seem to have +1 or better gear just waiting for an enterprising PC to shove it all into one of their dozen bags of holding.
 

Yeah, I wonder now about the whole Monty Haul issue, given that you'd need a mule train to get all the treasure out of even a relatively low level TSR module. And random anonymous filler monsters in higher level adventures like Descent into the Depths of the Earth all seem to have +1 or better gear just waiting for an enterprising PC to shove it all into one of their dozen bags of holding.
Bags of Holding? PuhLEASE! Portable Holes are so much better. In one particular 1e campaign I fitted out a Portable Hole as an arming room. Yes, it was one of those "A NEW CAR!" style campaigns.
 

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