Page 891 - Pair o' Dice

6th Apr 2017, 6:00 AM
Pair o' Dice
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Newbiespud 6th Apr 2017, 6:00 AM edit delete
Newbiespud
I've actually personally had some new experience with bad rolling recently. In the 4e campaign I'm playing in, I can't seem to make an attack roll above a 5 to save my life. Thankfully I'm a Bard, so I have other ways to contribute to the fight, but still... I'm not a superstitious person, or at least I don't consider myself one, but after a point you start to wonder what's actually happening, whether it's you or the dice.

Anyway, this arc's aiming to wrap up within the month, so guest comic season is informally open. I'm also still looking for a vector artist who can work in the show's style for a few mainline pages down the road...

48 Comments:

Digo Dragon 6th Apr 2017, 6:17 AM edit delete reply
Digo Dragon
My old gaming group had two superstitious players who would pre-roll the 1s out of their dice. One of them also refused to roll dice without using his 'lucky dice cup' (it was this big, black leather cup supposedly acquired from Vegas). I always thought the cup was a silly thing. Then this happened one time in Shadowrun:

DM: "Roll to decrypt the file."
Henry: *Rolls 12 dice in a cup* "Two successes."
Fox: "Burn the cup."
Henry: *Rolls 12 dice without the cup* "Two successes."
Fox: "Burn the dice."

(context--A 'success' in this case was rolling a 5 or 6 on a d6).
Rastaba 6th Apr 2017, 8:25 AM edit delete reply
Rastaba
Burn the dice! Hahahaha! Man that just made my morning.
Matt Reverse 6th Apr 2017, 8:40 AM edit delete reply
Matt Reverse
I would have died out laughing if this happened with my table.
Please tell me someone had to take a break for laughing at this.
Digo Dragon 6th Apr 2017, 9:08 AM edit delete reply
Digo Dragon
Oh yes, the game halted for a few minutes while the DM and a couple players caught their breath.
The Old One 6th Apr 2017, 11:13 AM edit delete reply
Every 4th of July, when low-yield explosives become available to the greater population, I fantasize about taking all my low performing dice, putting them all in a bucket with whatever I can find, and making the rest of my dice watch as I light the fuse and turn half my dice into shrapnel.

And then I would tell the rest of the dice, "See what happens to failures?"
Digo Dragon 7th Apr 2017, 6:59 AM edit delete reply
Digo Dragon
I used to work for a printer company. There was a specific model we made that our tech support team LOATHED because of how poorly it was made. One 4th of July we got a defunct one out of the call center storage and stuffed it with fireworks, took it out to the parking lot, and lit it.

There was much rejoicing that day.
AnonTheMouse 6th Apr 2017, 10:50 PM edit delete reply
Ha. Reminds me of playing on Roll20. I've gotten a statistically unlikely number of bad rolls on there, to the point that "/me throws the virtual dice into a virtual fire." has become a common input in my chat window.
Joe the Rat 7th Apr 2017, 5:03 AM edit delete reply
Something is weird about the Roll20 RNG. I think the overall distribution is fine, it's just a little... peculiar in its results. Fickle. Almost like it has a twisted sense of humor.

Completely changed the mood of an intended fight when the horror mooks can't hit the broadside of an incapacitated barn, much less a squishy wizard. Total cakewalk. Next session they are almost beat to death by a penguin and a bowl of petunias.

Monsters make their saves every time the wizard player tries a control spell, but when the player is absent, the spells work perfectly.

The scholar making *every* History check with a Nat20.

The Cleric failing every Religion check, but doing fine everywhere else.

It's got a sick, sick sense of humor.
Or it's confirmation bias on the part of the observer. But I'm pretty sure it's sentient at this point.
CrowMagnon 7th Apr 2017, 2:34 PM edit delete reply
My DM is often like that. If a die repeatedly rolls poorly (which is usually good for us) he'll get a bit dramatic about how it's failed him.

On the player side, we had a mini-boss encounter fairly recently. We started a fight with the boss of a local street gang, and it started pretty well. My character grappled and kidney-punched her while my teammates took out her bodyguards, but when she finally broke free of my grapple, then our dice all began failing us. The boss was a strix, so she was able to fly out of melee range, and we apparently all went simultaneously cross-eyed as we couldn't shoot the broad side of a barn, let alone an airborne rogue.

If one of the other members of our group hadn't figured out a workaround that got the boss tangled in ropes, there's no telling how long it would've gone on like that.
Jobany 8th Apr 2017, 3:03 AM edit delete reply
No, you don't burn the offending dice. You make them watch as you take an innocent die and burn it, freeze it then smash with a hammer, feed to a wood chipper, let the cat play with it, etc. Then the offending dice learn to fear and respect you. This works, about once a year I take a sacrificial die and mine don't fail me when it's important.
Composer99 6th Apr 2017, 6:36 AM edit delete reply
I remember once reading a "home remedy" (as it were) on dealing with a persistently bad-rolling die (this was in the context of a Second World War "monster game" - the kind that takes up an entire basement room (or entire basement) for months on end if you're playing once a week).

Basically, you set the offending die out in the middle of a driveway, a safe distance from anything flammable. Set your other dice around it a safe distance away. Douse the offending die in gasoline (or equivalent) and set it on fire <i>pour encourager les autres</i>.

I don't recall any mention on whether this technique actually worked or not, come to think of it.
JenBurdoo 6th Apr 2017, 9:07 AM edit delete reply
I seem to remember this (and the game) from KODT, but the suggestion was to hammer the die into shards in front of the others. There was a recent arc in the comic about Fitz, an unlucky die that somehow infected every die in the Knights (and then, every die in Muncie) with bad luck. The reason? It was rubbed on Gary Jackson's corpse (which later turned out not to be his corpse).

The defictionalized Hackmaster rulebooks actually have Gary Jackson's signature, and the players are encouraged to rub their dice on it for luck. There is even a section on how to make and keep lucky dice (with very specific instructions such as rubbing each face of the die on Jackson's signature right to left, rather than left to right). Also, because it's a facsimiled signature, it will only be 48% as lucky as the real thing, but still better than nothing...
Mordenheim 7th Apr 2017, 5:42 AM edit delete reply
Mordenheim
Actually, Fitz was Gary's own die, also known as the TPK Dozer that sucked all luck from the other dice at the table to use for itself. It was supposedly stolen from him at a convention when he left the table for a smoke break. ;)
Specter 6th Apr 2017, 8:31 AM edit delete reply
Specter
Poor Twilight, now if the DM rolls three to five consecutive good rolls out of her dice (18-20) then everyone will think she cheats... is it possible for people themselves to be loaded? If so, I need some fine tuning, and my brother should be banned from any professional tournaments.
Winged Cat 6th Apr 2017, 11:03 AM edit delete reply
Winged Cat
It is entirely possible for the people to be "loaded". See https://en.wikipedia.org/wiki/Dice_control for starters; the simplest technique involves keeping your roll straight and positioning the die in your hand so it spins along one axis, ruling out the faces on either side.

Though, this is possibly related to why d6s have opposite sides adding up to 7. You can't use this (by itself) to rule out all good rolls or all bad rolls, just (at most) all extreme rolls (all 1s and 6s) - or all mundane rolls (all 3s and 4s), if you want to increase your odds of double 6s (while also increasing your odds of double 1s).

Getting a specific die face to come up can be done by controlling how many turns the die has once released, and making sure you release with the correct face up so that that number of turns will wind up with the desired result. It is a bit obvious when you're keeping it to 3 or so turns, if people are looking for it (such as any minimally competent casino, if they care about cheating), though e.g. getting exactly 7 turns is much more difficult than getting exactly 3.

As to the obvious follow-up: these days I tend to play online, and these tricks are impossible with electronic die rollers. Even if I wanted to pull this trick on the rare times I play face to face (for what it's worth, I claim that I don't care to cheat, save for the very rare case where it's allowed or justified), I don't have opportunity to stay in practice enough to pull it off.
Specter 7th Apr 2017, 12:42 PM edit delete reply
Specter
... this makes sense. Kind of reminds me how I figured out how to semi-rig a coin flip.

I say 'semi' since I haven't perfected it yet (I now have to chuck the coin for random results instead of flipping it).
Professor Haystacks 10th Apr 2017, 3:43 PM edit delete reply
If I try I can pretty consistently rig a coin flip or d6 roll after taking a few throws to get a feel for the table/chair combination (the relative height is relevant, as is the table surface and dice/coin specs). I can get d20s down to one area of the dice, but that's not enough to really use.

My brother can ALSO do this, so if we play a game involving dice I typically insist we either use a cup or make sure we can tell the dice is rolling around in our hands before releasing them. If I'm the only one at issue, I'll do that plus let the dice tumble from my hand with little forward momentum as it's slightly harder to manipulate that way as well.
Norgarth 6th Apr 2017, 1:53 PM edit delete reply
I've got a friend who tends to roll quite well (which is sometimes unfortunate, since he's our main GM).

I on the other hand seem loaded for failure. When rolling dice, I often seem to be rolling one that's only half the size. IE,when rolling D20s, my results look like I'm rolling D10s, etc. The only time I consistently roll high is if we're using a system where you want to roll low. (doh!)
Friend of Otters 6th Apr 2017, 9:58 AM edit delete reply
Ethics Discussion Time:

Obviously, purposefully creating a loaded die for use in game is unacceptable tabletop behavior.

Presumably, using a die one knows to be loaded but did not personally modify oneself is also unacceptable.

However, using a die one believes to be "lucky", i.e., more likely to produce favorable rolls, seems to be considered unobjectionable.

What leads to the apparent difference in acceptability between the two cases? Is it merely the recognition that luck isn't actually a thing, and therefore lucky dice cannot actually help one cheat? If so, how should we consider someone who sincerely believes in lucky dice and still uses them? Is there anything to distinguish him from someone who buys dice he believes are loaded but actually aren't? Is the difference instead that it is acceptable to receive probabilistic help from the "supernatural" but not from fellow mortals or oneself?

I am curious to hear what others think on this subject.
Jennifer 6th Apr 2017, 11:14 AM edit delete reply
I'd say your last suggestion is correct. Luck is fickle; it devolves from the "dice gods" and cannot be in any way quantified. If you strenuously test your dice for statistical deviation, you will lose your luck, possibly because in reality you will discover that the die is indeed genuinely loaded, and thus unethical to use, and possibly because the die will rebel at your attempt to "force it" with science, in the same way that pseudoscientists claim psychic powers are blocked by testing.

It's kinda like Schrodinger's Catbox - you can hope for luck or know it isn't luck. Most players prefer the former (and it's also fun and in-character to pray to Celestia, Tzeentch or Lady Luck for a good roll...).
Guest 6th Apr 2017, 11:48 AM edit delete reply
I think you got it near the end: supernatural assistance is acceptable, natural assistance is not. There is a long history of gamblers and other players of games of chance beseeching luck in various ways, and that's generally perfectly fine as long as they aren't caught using it as a smokescreen to directly control their luck.

I assume the reason that supernatural aid is acceptable is that it's unreliable. Even if the player and the DM both believe that there are ways to make dice lucky, those ways are invariably complex and finicky. If you do the movements slightly wrong, or you hesitate while saying the words, or the wrong person looks at your dice, it doesn't work, or even curses the roll. Thus it's random whether you successfully gain supernatural aid, and it all averages out to the same behavior (thus allowing a belief in luck to work with observed evidence).
King 6th Apr 2017, 9:53 PM edit delete reply
There are actual ways to check if your dice naturally favor some numbers over others. (I'm not going to say how, you can find it yourself if you really want to know. I'm not going to encourage cheating by loading the bag with dice that favor high numbered rolls).

This is because of how dice are actually made as the vast majority of them aren't melted through, only clear ones are as you can't hide packed plastic powder in clear dice, so it isn't uncommon for a die to have one side with better packed powder than the other. Mind you it doesn't guarantee it'll roll with the heavy side facing down but it can be part of the reason why some people have lucky dice as it's just a die that is naturally slightly more weighted on one side because of the powder being slightly more packed. There is still luck involved and probably a good spoonful of confirmation bias though. ;P
Registered 7th Apr 2017, 1:31 AM edit delete reply
Personally, I wouldn't judge someone if he has a favorite dice. Whether or not he believes it's luck in the roll or in it's construction, as long as he geniunly DOESN'T know that the dice is loaded, he's fine in my book. Of course, as soon as he checks the dice and it turns out that the dice does indeed roll unnaturally high/low, it doesn't matter to me if the construction is messed up or if the dice is... I dunno, washed in holy water every day and has holy powers: It has to leave the game.
aerion111 7th Apr 2017, 4:02 AM edit delete reply
aerion111
The most ethical is to only use dice you know ahead of time are not significantly loaded - there are sources for those, usually at a higher cost but if you don't lose your dice (and aren't shopping for Whitewolf games) even the higher cost is nothing compared to what you're paying for rule-books and such.
A 'lucky' non-economy dice is probably more ethical than a random 'economy' die.
remial 6th Apr 2017, 9:58 AM edit delete reply
I have a d16 that I roll with all the other dice I need to roll for whatever game I am playing or running, it acts as a lightning rod for the bad rolls that I make. Funny thing is, it actually works. I use it because it is clearly not a die that is used in any game I currently play. If I ever play Dungeon Crawl Classics, I'm gonna be in trouble.
Haledrake 6th Apr 2017, 11:04 AM edit delete reply
My group has recently started up a game of Gods of the Fall, Monte Cook's most recent game set in his Cypher System.

Now, in the Cypher System, there is something called the "GM Intrusion". It's a give and take made for shoring up storytelling AND gameplay mechanics. The GM can give a player experience points in order to force an effect. Say the player is about to finish off a big bad guy before he can even do anything, completely derailing the story? The GM gives the player an intrusion saying his massive strike actually misses. And it's not just "GM fiat bullshit" the player can say "HELL NO" give the XP right back and continue on as if nothing happened. Or, he can take the XP (and the hint) and continue with the story.

Now, those are regular GM intrusions. The GM also gets an intrusion every time someone rolls a natural 1.

To get to the reason for this story... we've played about twenty hours of Gods of the Fall and the GM hasn't had to give anyone XP once because we've accrued so many god damn intrusions by rolling 1s.

There was one combat where me and one other party member rolled a combined total of 8 nat 1s.

8

In ONE combat.

More than half our rolls were nat 1s.

Probability is bullshit and I hate it and sometimes the dice really do hate you.
Registered 7th Apr 2017, 1:33 AM edit delete reply
Oh god this is genius.
Digo Dragon 7th Apr 2017, 5:34 PM edit delete reply
Digo Dragon
Wow. I had a player who rolled eight nat 1s in a single combat too. He threw the die into the next room, it clattered behind the entertainment center, and... was never heard from again.

Even after we moved out of that apartment, taking the entertainment center apart, the d20 was never found.
Xelmon 7th Apr 2017, 9:07 PM edit delete reply
That is... Huh, if I ever play again, I'll definitely remember that. That sounds awesome! Also lowers the chance of a PK if the peeps like their characters.

Maybe the bowels of Hell consumed it... A dice that bad deserves it too.
The Old One 6th Apr 2017, 11:18 AM edit delete reply
As I recall, in Darth's and Droids, Pete had a particular die for situations just like this. Apparently it needed gloves and a tray to use, and also exploded in some fashion.

It was used during the fight between Anakin and Kenobi during Ep 3, for when Ani tried to jump over Kenobi in the final attack.

And we know how that went.
Chris 6th Apr 2017, 12:03 PM edit delete reply
I've never met anyone who pre-rolled the ones out of their dice. In college, though, I did game with one guy who would insist on "practicing" before a big roll. He would take his d20 and roll it five or six times, more if it was on a "bad streak," before announcing that he was ready to roll "for real."

I was suspicious at first, thinking this might be a sneaky way to keep rolling until a good number came up and then declaring that "the one." But he was always very clear about when the roll was "for real," and he only did it occasionally, so I let it stand. Still seemed pretty silly to me.

Of course, I'm one to talk; when I'm the player, all of my dice just HAVE to be lined up on the table in order from d4 to d20, each resting on their highest numeral, when not actively being rolled.

We all have our dice superstitions, is what I'm trying to say.
Chronic Lurker 6th Apr 2017, 1:02 PM edit delete reply
God, it's been years since I've used actual dice.... I use a dice rolling program now. It's...about as finicky as real dice. Sometimes I get consistently high rolls that make me wonder if I should be offering a sacrifice in gratitude to the gods of luck. Sometimes I get consistently terrible rolls that make me wonder if I should make a sacrifice to appease the gods of BAD luck and make them leave me alone. Mostly, though, I get 'meh' rolls that are good enough to get me by, but aren't great.

Exception is when I am rolling for character creation stats because then I just roll until I get the combo I want. Which once resulted in a sorcerer with a 20 in Charisma.... HELLS YES!!!! Screw my other stats! I was keeping that roll! Besides...that's what stat buff spells are for. Means fewer slots for spells that let me decimate my enemies...but also means I'm not a complete marshmallow if forced into melee.
Philadelphus 6th Apr 2017, 1:15 PM edit delete reply
Philadelphus
Poor Twilight. I know that feeling. Every so often I need to restrain myself from happily blurting out something I found intellectually interesting that might get taken the wrong way in the situation.
Anvildude 6th Apr 2017, 3:31 PM edit delete reply
So I have a story, not about me, but about another person.

I used to be into Warhammer and Warhammer 40K. Still like the universe, look at the stuff, don't even attempt to afford or play because I never was able to.

Anyways, I liked bumming around on the Tomb Kings forum- it's a pretty active, interesting community.

One of the Pillars of the community is a guy named Joe Slaboda (forum name, probably real name?) who wrote the BEST battle reports, but also lost. A lot. Like, all the time. And since he kept such good notes about his battles, he actually included the results of various die rolls (there's a LOT of D6s in Warhammer, various values succeed or not, sometimes you have to roll above a value, sometimes below, sometimes with singular dice, sometimes multiple, etc) and it was very obvious that it wasn't bad generalship or decision making or even matchups that were making him lose- it was bad die results.

Apparently, he's just plain unlucky.

This is SO obvious, he and a friend noticed it back in college. Being students of higher education, and nerdy enough that miniature wargaming was their hobby, they decided to do a proper study on it. SCIENCE! and all that.

So they have his buddy do a variety of rolls. I'm talking dozens of repeats, single die, double, triple. Rolling for 4+, rolling for 2+, rolling for 3-, below 7, total of 15+, etc etc. Hundreds of rolls, both by hand and with cups and through rolling towers, on a variety of surfaces. They did this with another friend. And a third.

Then they did it with Sleboda himself.

Everyone else, the rolls came out according to the probabilities. 4+ rolls were about 50%, below 7 on 2 dice was a 41.66% chance, etc. etc. and so forth.

Sleboda, on the other hand, rolled 40% WORSE. Not higher or lower, WORSE.

This guy has mathematically, statistically, scientifically proven terrible luck with dice.

It's kinda crazy.
Delicious Taffy 6th Apr 2017, 3:58 PM edit delete reply
Delicious Taffy
Man, the only times I don't get bad rolls are when the party is safely away from danger. As a DM, my highest rolls come when a player is already at full HP with plenty to spare and a few potions ready to go. As a player, my highest rolls always wind up happening against a minion, so I wind up dealing boss-crippling damage against an enemy that would have died if I had tripped into it.
Grrys 6th Apr 2017, 6:09 PM edit delete reply
That sort of thing describes the entire existence of a friend of mine's gaming experience. He compensated by making himself as durable as possible, which his terrible luck destroyed most of the time.

It eventually culminated in critically failing a save against a disintegrate spell, which made the GM multiply the damage by 1.5, and it didn't even deal half of his total HP. This was also our Wrath of the Righteous run, so...
Space Jawa 6th Apr 2017, 5:33 PM edit delete reply
"I'm also still looking for a vector artist who can work in the show's style for a few mainline pages down the road..."

I'm guessing for new art rather than editing existing images?
LegendofMoriad 6th Apr 2017, 8:02 PM edit delete reply
I've had a handful of dice that, while certainly not loaded, had a tendency toward one end of the spectrum or the other. I've got two in my GM bag, with the exact same markings. Players never know if they've not the kind or the cruel. For that matter, neither do I.

I did end up giving one of the luckiest dice away to a friend as part of a wedding present though. For what I've seen, he's definitely taken that luck to heart.
Cyborg7221 6th Apr 2017, 10:14 PM edit delete reply
In my group, all of our Nat 20s happen on Initiative and Perception checks. You'd think we'd be better at solving mysteries. -_-
BR549 7th Apr 2017, 12:11 AM edit delete reply
As my gaming takes place pbp with rolling in a chat channel, most dice rituals don't take place; what the roller gives us, we take.

However, that doesn't mean the roller itself doesn't go in for shenanigans, oh no...

Our primary game is Exalted, but we don't use the 2e system as our GM felt the Ex2 system could die in a fire (3rd Edition is MUCH better, but this was well before it'd come out). We've tried various "independent" systems; we used PDQ for awhile before the fact you could skill your way out of having the rolls be relevant at all became thoroughly old, at which point we switched to FATE and quite like it (having adopted a bit later the Venture City variant of FATE, intended for superhero games but, we have found, adaptable to dang near about anything).

Anyway, under both PDQ and FATE, we noticed - all of us, and it was for a time at least /very/ consistent - that any time there would be a possible result that could be "Naughty" (such as, say, during the time we were engaged in an undercover mission for an elder Fire Dragon that involved infiltrating a party held by the Censor of the South as a troupe of *ahem* 'dancers'), the result of the dice roll would be to favor the Naughty outcome. High rolls, low rolls, whatever roll pointed in the direction of Naughty, we got. To the point that now, we refer regularly to the "Roller Imp", a pervy being from the 5th dimension that has obviously chosen to inhabit our channel's roller.

And as of late (with fewer Naughty-pointing directions following that mission, and with our other game, an urban-fantasy mashup, building up towards a massive boss fight a la Madoka) we can't help but notice that the Roller Imp, presumably in a "meh" attitude towards rolls with no chance of naughtiness ensuing either way, gives an oddly high-seeming number of "0" (completely neutral) results under the FATE rolling rules...
Platonix 7th Apr 2017, 1:31 AM edit delete reply
A long time ago, I played a Cleric named Gregor in a 3.5 campaign. I got so many bad rolls that, to this day, people who weren't even in that game but have heard of it refer to a run of bad luck on the dice as "Gregor Syndrome".

In a recent session of my RL group's latest campaign (I'm in two RPG groups, one that meets in a comic shop just off Main Street and another that meets in Skype), everyone suffered such terrible luck on the dice that I boldly declared that if my character died and I needed to build a new one, I would just re-build Gregor. The original character, straight-up faithful to the original build. (Well, as faithful as I can get given that we're using Pathfinder now.) We survived and seem to be pulling through okay now, but I may just go through with it if a cleric ends up being what the party needs most if/when my current rogue dies.
DeS_Tructive 7th Apr 2017, 3:25 AM edit delete reply
DeS_Tructive
I used to use those nifty speckled dice for most of my games. When one of them failed a critical roll, I "punished" it by burning the varnish off the offending face with a lighter.

The die looked surprisingly good after the treatment, so I continued the treatment. After A while, I could sort my dice by their tendencies to roll high or low.

It may be considered cheating, but at some point, I knew which dice to take for important high or low rolls.
Guest 7th Apr 2017, 7:19 AM edit delete reply
One person at our table has, the table asserts (on observation, not data) loaded dice. Rolls 50s on dicepools when 31-40 is the highest prescribed difficulty of "Heroic". (If he's DOWN in the 30s he's rolled low, despite having only ten dice there.)

Of course, he's also the min-maxer, so it has a minimal effect.
Stranger 7th Apr 2017, 10:32 AM edit delete reply
I play Battletech with my brother, campaign style, and we just ran a bunch of dice rolls for repair procedures. (If you're interested in what I mean, I'll explain but it's long enough to cut from this.)

My brother on the one hand very rarely had issues rolling one set of dice. When handed off to me . . . I was missing the needed number by 1 or hitting exactly the number a rather surprising amount of times. We're not talking high numbers either, these are 2d6 and the targets would be 5 . . . and I'd hit 4s.
MeeposFire 7th Apr 2017, 8:39 PM edit delete reply
One nice thing from playing a lazy warlord is that attack rolls do not usually matter.
Chakat Firepaw 7th Apr 2017, 9:48 PM edit delete reply
When it comes to 'loading' d20s, there are only really two techniques worth using, (one of which hasn't really been usable in decades).

The first, and still useful one, is to buy multiple d20s and give them a good rolling to detect how they are biased. Polyhedral dice are never made to casino quality and almost all of them are biased in some way, (generally not in a useful way).

The second, old, method dates from when d20s weren't numbered 1-20 but from 0-9 twice. What you would do is colour in[1] 12 of the numbers one colour and 8 another. A more advanced technique would do a 'swap' where you had something like 1233445680 in one colour and 1256778990 in the other, which was not only harder to spot but also let you 'finesse' your odds a bit more, (e.g. calling "red high" when you needed a 15+ and "white high" when a 7 was good enough).

[1] This was back when you had to use a grease pencil to make the numbers readable.
Theo 7th Apr 2017, 10:36 PM edit delete reply
Most of the gaming dice you buy are horrible balanced and have a bit of a bias to one face or another. This is why a die can actually be lucky or unlucky.

I went out of my way to get vegas style dice that are properly balanced (there are easy ways to test, check youtube) and it's put by rolls right on the bell curve.
Tria 10th Apr 2017, 2:17 AM edit delete reply
I once had my GM BUY me a whole new set of dice because they always rolled so well for me....