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Some ten-sided dice (often called 'Percentile Dice') are sold in sets of two where one is numbered from 0 to 9 and the other from 00 to 90 in increments of 10, thus making it impossible to misinterpret which one is the tens and which the units die. Ten-sided dice may also be marked 1 to 10 when a random number in this range is desirable.
7th Sea and Legend of the Five Rings use only 10-sided dice, so it omits the number of sides, using notation of the form , meaning "roll eight ten-sided dice, keep the highest six, and sum them."Although using a roll and keep system, Cortex Plus games all use roll all the dice of different sizes and keep two (normally the two best), although a ...
A very common notation, considered a standard, expresses a dice roll as nds or nDs, where n is the number of dice rolled and s is the number of sides on each die; if only one die is rolled, n is normally not shown. For example, d4 denotes one four-sided die; 6d8 means the player should roll six eight-sided dice and sum the results.
Five dice showing 41,256, which denotes "monogram" on an updated EFF cryptographic word list. Diceware is a method for creating passphrases, passwords, and other cryptographic variables using ordinary dice as a hardware random number generator. For each word in the passphrase, five rolls of a six-sided die are required.
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GURPS uses six-sided dice for all game mechanics using standard dice notation. An "average roll" of three six sided dice generates a total of 10.5; this makes an "average" skill check (a skill of 10, based on an unmodified attribute) equally likely to succeed or fail. Making statistic and skill checks in GURPS is the reverse of the mechanics of ...
Unlike other polyhedral dice, it takes the appearance of a ball with 100 flattened spots. It is sometimes called "Zocchi's Golfball". It is sometimes called "Zocchi's Golfball". Zocchihedra are designed to provide percentage rolls in games , particularly in role-playing games .
Shadowrun (1989), designed by Bob Charrette, Paul Hume, and Tom Dowd, used a comparative dice pool, in which players roll a set of six-sided dice and each die rolled was compared to a target number to determine if that die was a success or a failure, with the number of successes determining the outcome of the action taken.