RPG Evolution: A roll of the dicey dice

There's an art not just to throwing dice, but rolling it.
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Image courtesy of Pixabay.

The rhythmic clatter of plastic on a hardwood table has served as the heartbeat of the tabletop role-playing game for over half a century. From the early, jagged-edged dice that came in the original "Blue Box" sets to the precision-engineered resin and solid-metal alloys of the modern era, the polyhedral die has an almost mytical belief surrounding it, and for good reason. The dice are the great variable that determines so many things; learning how they work and how to use them is a tool not everyone masters right away.

The Kinetic Determinism of the Polyhedral Tumble

The central irony of the tabletop RPG is that the random chance upon which every heroic success or tragic failure rests is not, from a strictly physical perspective, random at all. Research into the dynamics of dice throws reveals that these events are deterministic processes governed by initial conditions such as hand position, velocity, and angular momentum. A study conducted using high-speed cinematography at 1,500 frames per second confirmed that a die is statistically more likely to land on the face that was oriented upward at the moment of the toss. This phenomenon, often observed at the table as "flipping" the dice, occurs when a player essentially drops or nudges the die with insufficient kinetic energy to make the dice bounce.

Human beings are notoriously poor at identifying true randomness. We tend to see patterns in noise and assign agency to inanimate objects. When a player rolls a string of failures, they often experience "tilt," a state of frustration that can lead to poor decision-making in the game. We all know of a player who has a dice jail. At least once a game, one of our dice is in that jail, thinking about what it did and hopefully learning its lesson. The act of putting a die in jail provides a symbolic release for that frustration, allowing the player to blame the object rather than their own luck or the mechanics of the game.

Confirmation bias reinforces these beliefs. A player will remember the one time they switched to a fresh die and rolled a Natural 20, while forgetting the dozens of times a switch resulted in another average roll. In some cases, players engage in "charging" rituals, such as setting all their dice with the highest number facing up before the session begins under the belief that this trains the die to land on that face (as we've seen above, this is not necessarily wrong, but depending on how the dice is handled, can lead to the OPPOSITE result).

The resolution to this "flipping" problem is both mechanical and ritualistic. I encourage players who have suffered a string of low rolls to give their dice a vigorous shake before releasing them into a dice tray. By increasing the angular velocity and the number of impacts with the tray walls, the player effectively introduces enough chaotic parameters to overcome the deterministic bias of a lazy toss. You'd be surprised how much this advice can transform "unlucky" players into combat powerhouses, simply by ensuring their dice actually have the opportunity to land on any given face.

Table Integrity and the Heavy Metal Menace

As the hobby has matured, the manufacturing of dice has transitioned from utilitarian plastic to more exotic materials including metal, gemstone, glass, and sharp-edged resin. While these sets offer a satisfying tactile weight and aesthetic flair, they present significant risks to the physical environment of the game. Solid metal dice, often shaped like bladed weapons or featuring heavy textures, function as small hammers and caltrops. When rolled directly onto a finished wood table, they can cause permanent indentations, scratches, and chips in the varnish.

The first question when I saw the beautiful table our local library lets us play on was, "how can we protect it?" (it turns out the table has suffered far worse). Dice trays help. These trays, often lined with velvet, leather, or neoprene, dampen the impact and noise of heavy rolls and also provide walls so the dice bounces back into the tray -- an additional randomizer beyond just rolling it.

Visibility, Legibility, and the Communal Gaze

Role-playing is a collaborative activity, and the dice roll is the point of maximum group investment. When a player faces a critical saving throw against a dragon's breath, the entire table stops to watch the result. This shared tension is evaporated if the die is illegible, obscured by shadows, or overly decorative.

The market is currently flooded with aesthetic dice that prioritize theme over utility. Steampunk sets with internal gears, galaxy dice with uneven glitter distribution, and dice with intricate elder-sign fonts often fail the basic requirement of legibility. Transparent dice, while visually striking, often suffer from low-contrast numbering, making it difficult for the dungeon master—who may be sitting several feet away—to verify the result quickly. For players with visual impairments or low vision, the challenge is even greater. Standard dice with small pips or thin, stylized numbers are nearly impossible to use without magnification. This lack of visibility can slow down the game for everyone involved, player and game master alike. As I've gotten older, legibility outweighs how cool dice look.

Accessibility and Logistics

I've said before that, both from an accessibility and practical perspective, we've mandated dice trays at the table. From an accessibility standpoint, the dice tray is a low-tech, high-impact tool. For players with mobility challenges, the act of chasing a runaway die is a physical hurdle that can make the game exhausting. The tray keeps the work of the game in a small, manageable area. For players with low vision, a tray with a high-contrast lining (such as a black tray for light-colored dice) creates a background that makes the numbers pop.

The primary benefit of a dice tray is containment. The chaos of uncontrolled dice—bouncing off books, knocking over miniatures, or disappearing under the sofa—interrupts the flow of the game and creates unnecessary friction. This containment is also vital for the preservation of carefully arranged tactical maps. A rogue d20 can easily displace a dozen miniatures, leading to "who was where?" arguments that can stall a session for several minutes.

The tray also provides a clear counting rule: if the die is in the tray and flat, it counts. If it bounces out or is cocked against the side, it is an automatic re-roll. This eliminates the subjectivity of near-miss rolls and provides a consistent standard for the rotating cast of players in public games.

The Art of the Roll

The way we roll dice is just as important as what we roll. The challenges of dice are not merely physical; they are social, psychological, and logistical. The "unlucky" player who struggles at the table is often a player who has not yet mastered the art of the roll. Give it a good shake next time.

Your Turn: How do you manage players who roll poorly?
 

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Michael Tresca

Michael Tresca

Fortuitously timely article, given the death of Lou Zocchi.

I've switched to using a dice tray (and foldable tower) most of the time when I run D&D - largely because of table space at my friends' house. But when I run at conventions like Gamehole where I'm standing a lot more often (because I'm using my chair for my stuff), I roll out on the megamat in front of me.

As I've aged, contrast and readability are much more bigger issues than they used to be. So that has guided my purchasing. I also stopped using tetrahedral d4s in favor of dodecahedral ones (like these: Speckled Urban Camo/white Roman 12-sided Single d4 dice (1 piece)) because reading and stepping on tetrahedral d4s sucks.

I'm also keenly aware of the symbols on dice to indicate high/low values and I generally purge ones that are lows in favor of ones that are the high value so that I can be confidence my dice all read the same way if a symbol comes up.
 

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For the games I run people can use any dice they like. I don't need to see the dice numbers to verify them. If I don't trust people, I will not be playing with them in a long-format campaign. I also do not care if dice are not perfectly fair -- I don't run games where death by random dice rolls is a common worry, so unfair dice have limited impact (and it's pretty much only d20s where that is a serious issue, so outside that dice in a trad-style game, can't see that is is an issue)

I do run on a wood table, so I do as people who roll heavy dice to use some method of damage mitigation.

If people consistently roll dice which fly all over the table, I adopt the "heavy sigh and disappointed look" method. So far it's mostly been successful, fingers crossed.
 

Fortuitously timely article, given the death of Lou Zocchi.

I knew Lou when I was Chair of the CAR-PGA and he was nothing but kind and helpful. A true pioneer in the RPG world, and to your point, a titan in the world of dice.

RIP Lou. 🎲🎲🎲
 

My metal dice, in addition to messing up tabletops, also roll like crap. I assume this is my spotty memory not the actual results, but that doesn't mean I'm any more likely to use them in play. We gamers are supserstitious folk.
They'd need a lot more energy to get randomized because the bounce is where randomness happens. I would also not be surprised if they're unbalanced, but that'd take some checking to see, aka rolling a bunch of times and breaking out the old chi square test....
 

They'd need a lot more juice to get randomized. IThe bounce is where randomness happens. would also not be surprised if they're unbalanced, but that'd take some checking to see, aka rolling a bunch of times and breaking out the old chi square test....
When you bounce metal dice hard you might as well get on the IKEA website and start shopping to buy your GM a new table.
 


Speaking of utility, this would also be why I'm not terribly fond of fragile dice made of minerals or glass and that demand to be rolled just one at a time to minimize the risk of chipping. Depending on the game, rolling one die at a time may be merely inconvenient, to making it unplayable ( cough Shadowrun cough ).
 

Speaking of utility, this would also be why I'm not terribly fond of fragile dice made of minerals or glass and that demand to be rolled just one at a time to minimize the risk of chipping. Depending on the game, rolling one die at a time may be merely inconvenient, to making it unplayable ( cough Shadowrun cough ).
Arrgh. Don't use collectible dice to actually, you know, play and stuff. No one is happy about that.
 

I know this isn't strictly related to dice materials, readability, or rolling methods, but...

FOR THE LOVE OF GOD, DON'T PUT YOUR DICE AWAY AT THE END OF YOUR TURN!

I had a player who would do that so, at the start of his next turn, he had to fish his dice out of his dice bag again.
 

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