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Learn How to Train Your Dice Properly With Die Myths
Game Masters HallGame Masters Hall

Learn How to Train Your Dice Properly With Die Myths

Game Masters Hall is our series to where different storytellers share their experiences and discuss various topics revolving around the art of being a Game Master.

Dice. The little infernal objects seem to take a life of their own at our tables. Often at mine, the phrase “The dice giveth, and the dice taketh,” is often spoken when dice have become particularly swingy in their rolls. The randomness of dice keep things interesting, but that doesn’t stop us meaty humans from trying to control fate with superstition or dice-shaming. Some players will conduct a dice tournament before the session, rolling to see which of their dice is the champion today; others will say this is bad luck because you get the good rolls out of the way!

We aren’t the inventors of this compiled list by any measure. Dice trainers exist everywhere in the world, and strange habits are logged and compiled for our amusement. Unless, of course, their strange habits get them a series of natural 20s at the game session and you find yourself following what they do. I am personally fond of getting the “dice-mites” out by stacking my dice with all my bad rolls facing upward. So without further ado, here’s an expanded list of fun dice myths!

GMH LU Dice 8

Dice Myths

  • Holding a tournament of champions prior to the session until only the strongest remain.
  • Pre-rolling your one’s out. Similar to a die-tournament, except you are just doing some basic dice stretches.
  • Dice work better in pairs with suitable and attractive mates for their happiness. Don’t just chuck your dice in a bag and let them mingle, you’ve to play matchmaker.
  • Praying to the all mighty dice gods before a roll is a time honored tradition. They are fickle however, so don’t place much stock in it.
  • Insulting your dice, bears far better results according to non-scientific testing. Just make sure to praise them after if they do their job.
  • If you have a good roll, don’t let the die sit idle for too long lest it “get cold.”
  • Using specialty dice is a tried-and-true tactic. One die for attack rolls, one die for saving throws, one die stealing rolls, etc. If you give them names like “Agent Black,” it’s even more effective.
  • Dice Prison or shaming is perfectly acceptable and required. When a dice misbehaves, it’s fair game to put it in the freezer, the shame bag, or even in its own clear glass prison where it can watch the other dice play. It knows what it did. It knows.
  • When rolling, saying “anything but a…” will of course result in exactly that number coming up. Unfortunately, dice are also immune to reverse psychology.
  • Dungeon Master Dice should never be mixed with player dice. One set of dice is ruthless or gentle, and the other is striving to make a name for itself in the harsh world. Dice classism is real.
  • Dice can become cocky if they are too perfect. Injured dice will work to overcome their handicap and be grateful to be put back in the game. So dice with minor imperfections and scratches are clearly battle-hardened veterans that know what is at stake. They’ll take care of their player.
  • Dice can be charged like batteries. You do this by lining them up with their high numbers “face down” so all the energy goes to the bottom.
  • Do not let others handle your dice. They are sacred and their dirty unlucky hands can infect your precious polyhedron children.
  • A new set of dice per character will create attachments between the dice and the character sheet they roll on. If they get along, the dice will protect the character and vice versa. If this relationship is established, make sure you put them to bed together and store the sheet in the same spot.
  • Physical dice know if you use digital apps. It’s why any time you use digital apps to roll character stats they end up abysmal. Dice have been online before humans invented the internet.

What are your favorite dice myths! Share them in the comments below!

This post is sponsored by Level Up Dice

Featured Images by: Level Up Dice

Rick Heinz is the author of The Seventh Age Series, Dread Adventures, and a storyteller with a focus on D&D For Kids, Wraith: The Oblivion, Eclipse Phase, and an overdose of LARPs. You can follow the game or urban fantasy related thingies on Twitter or Facebook or reach out for writing at [email protected]

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