More Unusual Dice (5e Variant Rule)
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- Already-known, generally useless ways to get a random whole number between 1 and X inclusive, with an equal chance of each number.
- Basically a parody of unusual dice
- You're expected to have standard dice (d4, d6, d8, d10, d12, d20, d%). It sometimes helps to have a coin and a standard deck of 54 playing cards.
- The easiest options are generally listed first.
- d1. The result is 1.
- d2. (a) Flip a coin, with tails being 2. (a) Roll any die, with odd being 1 and even being 2. (c) Draw a playing card, with a black suit being 1 and red suit being 2.
- d3. (a) Roll a d6, and on a 4 or higher subtract 3. (b) Roll a d4, re-rolling any 4. (c) Spin a four-sided die (with 4 at the top), and whichever number on the die points closest to you is the result (lul). (d) Buy an actual 3-sided die.
- d4. (a) Roll a d4. (b) Draw a playing card, with the suit's number of points or "corners" being the result (heart is 1, club is 2, spade is 3, diamond is 4). (c) Learn binary notation then flip two d2s. 01 is 1, 10 is 2, 11 is 3, and 00 is 4.
- d5. (a) Roll a d10, and on a result of 6 or higher subtract -5. (b) Roll a d6, re-rolling any 6. (c) Buy an actual 5-sided die. (d) Draw from a color-balanced Magic the Gathering deck and respect the color wheel's order: white [1], blue [2], black [3], red [4], and then green [5].
- d6. Roll a d6, just like that painful parody music video from over 10 years ago.
- d7. (a) Roll a d8, re-rolling any 8. (b) Buy an actual 7-sided die. (c) Make a seven-card hand of Yu-Gi-Oh! monsters from levels 1 to 7 and pick one at random. You could substitute a Spell or Trap if you're missing a certain level or two.
- d8. (a) Roll a d8. (b) Learn binary notation then flip three d2s. 001 is 1, 111 is 7, and 000 is 8.
- d9. (a) Roll a d10, re-rolling any 10. (b) Draw a playing card, re-rolling any 10 or higher. (c) Buy an actual 9-sided die. (d) Draw from an energy-balanced Pokémon Trading Card Game deck with each non-colorless/dragon type each representing a different number from the 9 TCG energy types there apparently are now.
- d10. (a) Roll a d10. (b) Draw a playing card, re-drawing any face card. (c) Break out your decades-old Game of LifeTM and spin the dial.
- d11. (a) Roll a d12, re-rolling any 12. (b) Draw a playing card, re-rolling any Queen (12) or King (13). (c) Buy an actual 11-sided die.
- d12. (a) Roll a d12. (b) Draw a playing card, re-rolling any King (13).
- d13. (a) Draw a playing card. (b) Roll a d20, re-rolling any 14 or higher. (c) Buy an actual 13-sided die.
- d14. (a) Roll a d20, re-rolling any 15 or higher. (b) Roll a d7 and flip a d2. If the d2 is tails, add +7 to the d7's result. (c) Buy an actual 14-sided die. (d) Draw a Minor Arcana card from a tarot deck.
- d15. (a) Roll a d20, re-rolling any 16 or higher. (b) Roll a d5 and a d3. If the d3 is 2, add +5 to the d5. If the d3 is 3, add +10 to the d5. (c) Buy an 15-sided die.
- d16. (a) Roll a d20, re-rolling any 17 or higher. (b) Roll a d8 and flip a d2. If the d2 is tails, add +8 to the d8's result. (c) Learn binary notation, then flip four d2s. 0001 is 1, 1111 is 15, and 0000 is 16. (d) Buy an actual 16-sided die.
- d17. (a) Roll a d20, re-rolling any 18 or higher. (b) Buy an actual 17-sided die.
- d18. (a) Roll a d20, re-rolling any 19 or 20. (b) Roll a d6 and a d3. If the d3 is 1, add +6 to the d6. If the d3 is 2, add +12 to the d6. If the d3 is 3, ignore the d3. (c) Buy an actual 18-sided die.
- d19. (a) Roll a d20, re-rolling any 20. (b) Buy an actual 19-sided die.
- d20. (a) Roll a d20 like some sort of casual scrub. (b) Roll a d10 and flip a d2. If the d2 is tails, add +10 to the d10.
- d21. (a) Draw a d26, re-drawing any 22 or higher. (b) Abandon all hope ye who enter here, then roll a d7 and a d3. If the d3 is a 1, add +7 to the d7. If the d3 is a 2, add +14 to the d7. If the d3 is a 3, ignore the d3. (c) Buy an actual 21-sided die. (d) Buy a Major Arcana from a tarot deck, re-drawing any Fool (0).
- d22. (a) Roll a d11 and flip a d2. If the d2 is tails, add +11 to the d11. (b) Draw a d26, re-drawing any 22 or higher. (c) Buy an actual 22-sided die. (d) (c) Draw a Major Arcana tarot card, treating a 0 (The Fool) as 22.
- d23. (a) Roll a d24, re-rolling any 24. (b) Draw a d26, re-rolling any 24 or higher.
- d24. (a) Roll a d12 and flip a d2. If the d2 is tails, add +12 to the d12. (b) Buy an actual 24-sided die.
- d25. (a) Draw a d26, re-rolling any 26. (b) Roll two d5s and then regret your life choices.
- d26. (a) Draw a playing card. If the card's suit is red, add +13 to the result. (b) Roll a d30, re-rolling any 27 or higher. (c) Buy an actual 26-sided die. Get one of those alphabet dice while you're at it.
- d27. (a) Roll a d28 or d30, re-rolling any 28 or higher. (b) Roll a d9 and a d3. If the d3 is 1, add +9 to the d9. If the d3 is 2, add +18 to the d9. If the d3 is 3, ignore the d3.
- d28. Roll a d30, re-rolling any 29 or 30. (b) Buy an actual 28-sided die.
- d29. Roll a d30, re-rolling any 30.
- d30. (a) Roll a d3 for the tens digit, treating any 3 as 0. Roll a d10 for the "ones" digit, treating any 10 as 0. "00" is 30. In other words, jury-rig percentile dice. (b) Roll a d10 and a d3. If the d3 is a 2, add +10 to the d10. If the d3 is a 3, add +20 to the d10. (c) Buy an actual 30-sided die.
- d31 to d39. Roll a d40, re-rolling any result higher than the d#.
- d32. (a) Roll a d8 and a d4. For the d4: [1] add +8 to the d8, [2] add +16, [3] add +24, [4] ignore the d4. (a) Learn binary notation, then flip five d2s. 00001 is 1, 11111 is 31, and 00000 is 32.
- d36. (a) Roll a d12 and a d3. For the d3: [1] add +12 to the d12, [2] add +24, [3] ignore the d3. (b) Buy an actual 36-sided die.
- d40. (a) Roll a d4 for the tens digit, treating any 4 as 0. Roll a d10 for the "ones" digit, treating any 10 as 0. "00" is 40. In other words, jury-rig percentile dice. (b) Roll a d20 and flip a d2. If the d2 is tails, add +20 to the d20.
- d41 to d49. Roll a d48, d50, or d60. Re-roll any result higher than the d#.
- d48. (a) Buy an actual 48-sided die. (b) Roll a d12 and a d4. For the d4: [1] add +12 to the d12, [2] add +24, [3] add +36, [4] ignore the d4.
- d50. (a) Roll a d100, and subtract -50 from any result of 51 or higher. (b) Roll a d5 for the tens digit, treating any 5 as 0. Roll a d10 for the "ones" digit, treating any 10 as 0. "00" is 50. In other words, jury-rig percentile dice. (c) Buy an actual 50-sided die.
- d51 to d59. Roll a d60, re-rolling any result higher than the d#.
- d54. Draw a playing card. If the suit has two points (clubs), add +13. If the suit has three points (spades), add +26. If the suit has four points (diamonds), add +39.
- d60. (a) Roll a d6 for the tens digit, treating any 6 as 0. Roll a d10 for the "ones" digit, treating any 10 as 0. "00" is 60. In other words, jury-rig percentile dice. (b) Buy an actual 60-sided die.
- d61 to d69. Roll a d70 or d80, re-rolling any result higher than the d#.
- d64. Learn binary notation, then flip six d2s. 000001 is 1, 111111 is 63, and 000000 is 64.
- d70. Roll a d7 for the tens digit, treating any 7 as 0. Roll a d10 for the "ones" digit, treating any 10 as 0. "00" is 70. In other words, jury-rig percentile dice.
- d71 to d79. Roll a d80, re-rolling any result higher than the d#.
- d80. Roll a d8 for the tens digit, treating any 8 as 0. Roll a d10 for the "ones" digit, treating any 10 as 0. "00" is 80. In other words, jury-rig percentile dice.
- d81 to d89. Roll a d90 or d100, re-rolling any result higher than the d#.
- d90. (a) Roll a d9 for the tens digit, treating any 9 as 0. Roll a d10 for the "ones" digit, treating any 10 as 0. "00" is 90. In other words, jury-rig percentile dice.
- d91 to d99. Roll a d100, re-rolling any result higher than the d#.
- d100. (a) Roll a d% for the "tens" digit; roll d10 for the "ones digit", treating any 10 as 0. "00" is 100. (b) Buy an actual 100-sided die.
- d101 to d119. Roll a d120, re-rolling any result higher than the d#.
- d120. (a) The "ones" digit is a d10, treating any 10 as 0. The "tens" and sometimes "hundreds" digit is a d12, treating any 12 as 0. "00" is 120. (b) Buy an actual 120-sided die.
- d121 to d129. Roll a d128, 130, or d200, re-rolling any result higher than the d#. d130 is recommended.
- d128. Learn binary notation, then flip seven d2s. 0000001 is 1, 1111111 is 127, and 0000000 is 128.
- d130. The "ones" digit is a d10, treating any 10 as 0. The "tens" and sometimes "hundreds" digit is a d13, treating any 13 (King) as 0. "00" is 130.
- d131 to 199. Roll a d160 or d200, re-rolling any result higher than the d#.
- d160. Roll a d8 and flip a d2, and if the d2 is tails add +8 to the d8; this is the "tens" digit. (Treat "16" as 0.) Then roll a d10 for the "ones" digit.
- d140, 150, 160, 170, 180, 190, 210, 220, 240, 260, or 280. Buy and roll an actual d14, d15, d16, d17, d18, d19, d21, d22, d24, d26, or d28 and use it for the "tens" and sometimes "hundreds" digits. Use a d10 for the "ones" digit. Any die's maximum result is treated as 0, and 00 is treated as the d#.
- d200. (a) Jury-rig percentile dice using a d20 for the tens/hundreds digits (treating 20 as 0) and a d10 as the ones digit (treating 10 as 0). "00" is 200. (a) Roll a d100 and flip a d2. On tails, add +100 to the d100.
- d201 to 299. Roll a d240 or d300, re-rolling any result higher than the d#.
- d240. Roll a d120 and flip a d2. If the d2 is tails, add +120 to the d120.
- d256. (a) Learn binary notation, then flip eight d2s. 00000001 is 1, 11111111 is 255, and 0000000 is 256. Honestly you should probably just stick to re-rolling d300s. (b) Learn hexadecimal notation, then roll a d16 for the first digit and another d16 for the second digit. Buy a hexadecimal die while you're at it.
- d300. (a) Roll a d10 for the "ones" digit, a d10 for the "tens" digit, and a d3 for the "hundreds" digit. Any of these dice that lands on its max result is treated as 0, and "000" is 300. (b) Roll a d100 and roll a d3. If d3 is 1, add +100 to the d100. If d3 is 2, add +200 to the d100. If the d3 is 3, ignore the d3.
- d301 to 399. Roll a d400, re-rolling any result higher than the d#.
- d400. (a) Roll a d10 for the "ones" digit, a d10 for the "tens" digit, and a d4 for the "hundreds" digit. Any of these dice that lands on its max result is treated as 0, and "000" is 400. (b) Roll a d100 and roll a d4. If d4 is 1, add +100 to the d100. If d4 is 2, add +200 to the d100. If d4 is 3, add +300. If the d4 is 4, ignore the d4.
- d401 to 499. Roll a d500 or d600, re-rolling any result higher than the d#.
- d500. Roll a d10 for the "ones" digit, a d10 for the "tens" digit, and a d5 for the "hundreds" digit. Any of these dice that lands on its max result is treated as 0, and "000" is 500.
- d501 to 599. Roll a d600, re-rolling any result higher than the d#.
- d600. Roll a d10 for the "ones" digit, a d10 for the "tens" digit, and a d6 for the "hundreds" digit. Any of these dice that lands on its max result is treated as 0, and "000" is 600.
- d601 to 699. Roll a d700 or d800, re-rolling any result higher than the d#.
- d700. Roll a d10 for the "ones" digit, a d10 for the "tens" digit, and a d7 for the "hundreds" digit. Any of these dice that lands on its max result is treated as 0, and "000" is 700.
- d701 to 799. Roll a d800, re-rolling any result higher than the d#.
- d800. Roll a d10 for the "ones" digit, a d10 for the "tens" digit, and a d8 for the "hundreds" digit. Any of these dice that lands on its max result is treated as 0, and "000" is 800.
- d801 to 899. Roll a d900 or d1000, re-rolling any result higher than the d#.
- d900. Roll a d10 for the "ones" digit, a d10 for the "tens" digit, and a d9 for the "hundreds" digit. Any of these dice that lands on its max result is treated as 0, and "000" is 900.
- d901 to 999. Roll a d1000, re-rolling any result higher than the d#.
- d1000. Roll a d10 for the "ones" digit, a d10 for the "tens" digit, and a d10 for the "hundreds" digit. Any of these dice that lands on 10 is treated as 0, and "000" is 1000.
- d1001 to d1199. Roll a d1200, re-rolling any result higher than the d#.
- d1200. Roll a d10 for the "ones" digit, a d10 for the "tens" digit, and a d12 for the "hundreds" and sometimes "thousands" digits. Any of these dice that lands on its max result is treated as 0, and "000" is 1200.
- d1201 or higher. Touch grass.
- d10,000. Roll a d10 for the "ones" digit, a d10 for the "tens" digit, a d10 for the "hundreds" digit, and a d10 for the "thousands" digit. Any of these dice that lands on its max result is treated as 0, and "0000" is 10,000.
- Everything. Just use rolladie.net[1] or random.org[2] or a Discord bot or some other RNG, like a sane person. Or if you're not sane, make custom dice or card-decks.
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