Dice General

SPECIAL FIRST EDITION: "Whoops, my finger slipped."

Virtual Dice: pastebin.com/Cf3wBGtw
(any size larger than 30 can be reverse engineered using the techniques present.)
Resources:
anydice.com/ - Assess probability and other functions
rolz.org/ - Dice roller and roleplaying chatroom
topps.diku.dk/torbenm/troll.msp - Roll and assess probability, full-featured dice macros
http://orteil.dashnet.org/randomgen/ - Create random text generators
chridd.nfshost.com/makewords/ - Conlang lexicon generator

Discussion thread for miniscule regular polyhedron chaos generators, probability, combinatorics, brands, numbers, and other such autism.

For your consideration.

What is your favorite dice-based resolution mechanic?
What's your favorite non-dice-based resolution mechanic?

Other urls found in this thread:

youtube.com/watch?v=AS7BY4MNRb0
i.warosu.org/data/jp/img/0161/82/1480459622103.jpg)
boardgamegeek.com/image/3221286/domagb
twitter.com/NSFWRedditVideo

I've been looking to make my own dice (out of wood) for a little while and so far I only found about how to do a d20 and searching about how to do a d10.
Anyone has info on this kind of thing ?

No but I would be interested if you find some

What's a "resolution mechanic"?

A resolution mechanic is any way in which a game determines the outcome of something that isn't certain. So, if your character is jumping a gorge and you thus need to roll a 10 or better on a d20, that would be a resolution mechanic.

Some specific examples are dice pools, 1dX straight value, bell-curve dice pools such as 3d6, or 1d8+1d12, etc. Basically any mechanic that resolves a conflict.

Does that help?

youtube.com/watch?v=AS7BY4MNRb0

Here's one for some polyhedrons. This guy is psychotic though.

How do you use a d12 in your game aside for "really good weapons". I want to use my d12s but most games dont use it too often.

d12 can come up in random tables, or be used in any of the possible dice resolution mechanics. Damage, of course, is common. Personally I wouldn't mind seeing a 2d12 bell curve dice mechanic in certain systems. I believe that it's a nice curve with good levels of probability that provides 23 discrete results from values 2 - 24.

The slight change does mean that results will be much more swingy than 3d6, however there's a 23.61 chance to hit one of 12, 13, or 14, and a 49.99% chance to hit between the 10-16 band.

It's also 50% more likely to hit on either of the extremes using 2d12 than 3d6, which can be nice.

(Forgot to include pic)

Plus with bell curve dice, you can introduce multiple levels of advantage/disadvantage. The results look very interesting!

Pictured are the following:
Black: 4d12, lowest 2
Orange: 3d12, lowest 2
Blue: 2d12
Green: 3d12, highest 2
Yellow: 4d12, highest 2

I see.

As for "autism" like in the OP, I'm the kind of guy who loves special dice. I bought some fairly expensive Touhou dice back when I went to Japan (i.warosu.org/data/jp/img/0161/82/1480459622103.jpg) and loved them so much I actually bought more and then had my gf's family ship them to me.

Everytime I encounter an irregular dice, I just can't help but purchase, even though it might not be useful in the future. I recently saw those boardgamegeek.com/image/3221286/domagb and was wondering where I could get them fairly cheap cause they're pretty fucking expensive to order.