The d4, the smallest, will tend to be used for a small bonus, an unarmed strike, or a low level spell learned early in the game. Numbers grow bigger, hence, more sides to the dice. As the campaign progresses, and characters grow stronger, the dice grow stronger. They tend to be rolled for damage, and occasionally for healing. These are the d4, d6, d8, d10, and d12, all aptly named for the number of sides they have. This die will be rolled constantly in and out of combat: the other dice can’t make that claim. Terms like Advantage (roll twice, take the higher number), Disadvantage (roll twice, take the lower number), and Crit (usually referring to rolling a 20, which has certain meanings in spells and abilities, and can only be activated when rolling a d20). The twenty-sided die really is unique among all the dice. In short, the d20 determines outcomes in D&D, sometimes with power over the DM. A character knocked to 0 health in combat is reliant on the rolls of this dice to determine if they live or die. When a character investigates the ruins of a castle, a roll of the d20 can determine their knowledge of the site’s history, how much magical residue they find, or whether they can handle the animals that have taken over the remains of the place. It determines who goes first in combat whether a hit lands, misses, or crits and to find out just how well your character performs different tasks. In D&D, this is the dice you’ll roll the most. The star of the show is the twenty-sided dice Though every game uses dice a little differently, these are some rules of thumb for D&D. However, each of the dice have a purpose that they are most commonly used for in D&D. Or, just to scare the group, the DM could roll a d20 and go on with no explanation at all. There could be a good/bad decision, and instead of flipping a coin, a d4 is rolled, odd for good, even for bad. The DM could have six options for the group to encounter, ask someone to roll a d6, and let that be the decision maker. Dice can have any function in the game, up to the DM’s whimsy. There are seven different dice, whose names generally correspond to how many sides the dice have - though there’s always an exception. Other key words that mean it is time to roll dice include: initiative, check, save, damage, heal, or restore. Realistically, it will always be somewhere in the middle. The total damage is a minimum of 8, if all the dice rolled revealed a 1, or a maximum of 48, if all the dice rolled their highest value, a 6. This doesn’t necessarily mean you need eight six-sided die to play - simply that you need to roll eight times to calculate your damage. In this case, the damage of the Fireball being cast is the sum of eight six-sided dice.
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