The most commonly used d20 convention uses "odd" and "even" hemispheres, with opposites adding to n+1 and the 1/20 in the middle of their hemisphere. 1 is surrounded by 7/13/19 and 20, accordingly, by 2/8/14. With the 20 on top, one of the most common ring configurations, clockwise, is 2,18,4,14,6,16,8,10,12.
This seems to be the setup that allows for least fudging by a player who can control rolling speed to make a certain section of the die come up more often. It spreads out the highest and lowest five numbers quite well. The pattern also makes it easy to instantly spot a player using the novelty cheat die with two 20s and no 1 - the fake 20 is surrounded by all odd numbers.
Magic's spindown life counters do not follow this pattern of course - they are not intended to be rolled as randomizer D20s and have their numbers in a spiraling pattern around the die with opposite faces typically not adding up to 21. Beware of players using them in campaigns - if they can control speed and bounce, a dexterous player can make them roll 11+ with high reliability.
This seems to be the setup that allows for least fudging by a player who can control rolling speed to make a certain section of the die come up more often. It spreads out the highest and lowest five numbers quite well. The pattern also makes it easy to instantly spot a player using the novelty cheat die with two 20s and no 1 - the fake 20 is surrounded by all odd numbers.
Magic's spindown life counters do not follow this pattern of course - they are not intended to be rolled as randomizer D20s and have their numbers in a spiraling pattern around the die with opposite faces typically not adding up to 21. Beware of players using them in campaigns - if they can control speed and bounce, a dexterous player can make them roll 11+ with high reliability.
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