Hmm, I figured that's what was coming. I find it quite peculiar that 100 and 1 both fall to the D10 with the same percentile roll...
00 cannot mean both zero and one hundred, or is it 90? If the D10's 1=1 and 0=10, then how does a 00 roll + 10 = 100? That would mean that 00=90? What does a roll of 90 equal?
Seems a tad bit flawed, no?
90&0
Bear with me, trying to understand:
00 & 1 = 1 00 & 0 = 100 90 & 0 = 90
To what condition does the 00 swap from 0 and 100 freely if the D10's "0" is always treated as "zero" on a 0-9 scale? 00+1=1 00+0=100 ...
Hmm, I figured that's what was coming. I find it quite peculiar that 100 and 1 both fall to the D10 with the same percentile roll...
00 cannot mean both zero and one hundred, or is it 90? If the D10's 1=1 and 0=10, then how does a 00 roll + 10 = 100? That would mean that 00=90? What does a roll of 90 equal?
Seems a tad bit flawed, no?
90&0
Bear with me, trying to understand:
00 & 1 = 1 00 & 0 = 100 90 & 0 = 90
To what condition does the 00 swap from 0 and 100 freely if the D10's "0" is always treated as "zero" on a 0-9 scale? 00+1=1 00+0=100 ...
Percentile dice, or 1d100, work a little differently. You generate a number between 1 and 100 by rolling two different 10-sided dice numbered from 0 to 9. One die (designated before you roll) gives you the tens digit, the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens(00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.
30 & 3 = 33.
00 & 3 = 3.
30 & 0 = 30.
00 & 0 = 100. This is the only exception to the tens, ones, and zeroes rules.
(Note: I understand that many on this forum are joking around. And I'm aware this answer has been given. I just want to make it very clear what the reality is for those looking for a genuine answer.)
This in an interesting case tbh. Because the way that pretty much anyone would intuitively read the dice is quite hard to explain/understand.
The problem is that when you roll and the two digit die says "80" then you want the result of the roll to be somewhere in the 80-89 range as that is what people will intuitively expect. But for that to work you will need to have the one digit die to have a "zero" option and that's usually not how dice work. And that goes for the "00" part of the two digit die too, to have 1-100 as possible outcomes (as that is what a d100 would have) you need the "00" to be the 0-9 range of outcomes (instead of in the 100 range).
So basically what you do is switch both dices to go from 1 to (1)0 (as D10s normally are used) to go from 0 to 9 (and from 00 to 90). So 10+0=10 and 30+3= 33 and so on up to 90+9=99. Doing it this way would mean that a 00+0 should equal 0 but we don't want that (as a D100 doesn't have a zero) so you switch 00+0 to equal 100.
It might mathematically be incorrect but it is a helluva easier and more intuitive to use. I'm not a dice maker but I suspect that this is the reason that D10 are normally numbered 0-9 even though we gamers usually read the "0" as a "10".
This in an interesting case tbh. Because the way that pretty much anyone would intuitively read the dice is quite hard to explain/understand.
The problem is that when you roll and the two digit die says "80" then you want the result of the roll to be somewhere in the 80-89 range as that is what people will intuitively expect. But for that to work you will need to have the one digit die to have a "zero" option and that's usually not how dice work. And that goes for the "00" part of the two digit die too, to have 1-100 as possible outcomes (as that is what a d100 would have) you need the "00" to be the 0-9 range of outcomes (instead of in the 100 range).
So basically what you do is switch both dices to go from 1 to (1)0 (as D10s normally are used) to go from 0 to 9 (and from 00 to 90). So 10+0=10 and 30+3= 33 and so on up to 90+9=99. Doing it this way would mean that a 00+0 should equal 0 but we don't want that (as a D100 doesn't have a zero) so you switch 00+0 to equal 100.
It might mathematically be incorrect but it is a helluva easier and more intuitive to use. I'm not a dice maker but I suspect that this is the reason that D10 are normally numbered 0-9 even though we gamers usually read the "0" as a "10".
This, exactly. I know that officially 00 + 0 = 100, but it just makes much more logical sense in my brain to shift the dice from 1-(1)0 and 10-90 to 0-9 and 00-90, respectively, giving results 0-99. It's the same odds either way, and you can just say that 0 = 100 anyway and nobody's feathers will get rustled.
I think of it like a "roll under" method. If you have a 100% chance of something happening, you need to roll under 100, so in other words 0-99. If you have a 1% chance of something happening, you need to roll under 1, so in other words only 0.
Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.
In cases where tables write the result as 00 it doesn't make a difference as the results are still presented in tables as following 99:
Hmm, I figured that's what was coming. I find it quite peculiar that 100 and 1 both fall to the D10 with the same percentile roll...
00 cannot mean both zero and one hundred, or is it 90? If the D10's 1=1 and 0=10, then how does a 00 roll + 10 = 100? That would mean that 00=90? What does a roll of 90 equal?
Seems a tad bit flawed, no?
90&0
Bear with me, trying to understand:
00 & 1 = 1 00 & 0 = 100 90 & 0 = 90
To what condition does the 00 swap from 0 and 100 freely if the D10's "0" is always treated as "zero" on a 0-9 scale? 00+1=1 00+0=100 ...
Because the dice aren't additive (ie, you aren't adding 90 + 0 or 90 +10), they are placeholders. That is why the rules are actually written using two d10s. They also clarify that some dice sets provide a two digit d10 for convenience in setting which d10 represents which place (1s and 10s). so a 90 and 0 is the same as a 9 and 0, with the first being the 10s place and the second being the 1s place. That 90 isn't ninety, its a nine in the 10s place. Likewise the 0 isn't ten, its a zero in the ones place.
That leaves the 00 and the 0. as the OP said, the placeholder method could result in a 00 or a 100, as both meet the criteria (a 0 in both the 1s and 10s place), but we know it's 100, because:
The same rules that tell us how to roll a d100 tell us that combo is 100 (an exception to the method in a game chock full of exceptions)
the dice is called a d100, giving us the maximum roll of the dice in its name (the same as every other dice)
All d100 tables are written without a 0 but with a 100 line
Considering the cyclical nature of it, “00 + 0 = 100 = 0” it’s all the same. Every table, whether it has a 0 line or a 100 line, it can only have one, not both. If it had both it would be a d101 table, and “damn it Jim, I’m a DM, not a dog breeder!” It’s ike how an Ace is both a 1 and higher than a King.
Folks, what you're all calling a d10 is actually a d9 with a facet of oblivion. Most of you seem to have been playing this game for decades without understanding that. Your loss. Stop asserting something where there's nothing. They even push it further when they double oblivion on the d90. Now, read up on your portable hole and bag of holding mechanics and calculate the world ending damage that has accrued over your campaigns.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.
In these rules, the different dice are referred to by the letter d followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).
Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.
Nine times out of ten, in its use in percentile dice, a "00" result will not convey an additional result.
Nine times out of ten, in its use in percentile dice, a "0" result will not convey an additional result.
when rolling a standard d10, say for eldritch blast, then the 0 face on the d10 is a 10, not a 0, because it's easier to fit a single digit on a dice comprised enitrely of single digits and keep a standard size for the print (d12 and d20 dn't do this because their is no way to distinguish between 1 and 11 or 2 and 12 if you do this, or 3 andf 13 etc, but with a d10 it can be done)
so, if d00(what I will be calling the dice that rolls 00, 10, 20, 30, 40, 50, 60, 70, 80, 90) rolls a 20, and d10 rolls a 3, you add them to make 23
it cannot be that you use the 2 from the d00 in the tens place and the 3 form the d10 in the ones place, becaus ein the event of a 00 and a 0, then number woud be 00, aka 0. This doesn't work because all other dice roll 1~maximum value, as well as official tables in the books showing results can only be 1-100 for d100s. Now, some could say that you make a special rule that when a 00 and a 0 are rolled that makes a 100, but that's just a fix for a broken system,w hen you already have a perfectly logical system already available to you. (btw, this is the RAW way to read a d100, but f*ck wotc and their nonsense)
in all fairness, as long as you have a consistent system that works for you, you should be good to go
when rolling a standard d10, say for eldritch blast, then the 0 face on the d10 is a 10, not a 0, because it's easier to fit a single digit on a dice comprised enitrely of single digits and keep a standard size for the print (d12 and d20 dn't do this because their is no way to distinguish between 1 and 11 or 2 and 12 if you do this, or 3 andf 13 etc, but with a d10 it can be done)
so, if d00(what I will be calling the dice that rolls 00, 10, 20, 30, 40, 50, 60, 70, 80, 90) rolls a 20, and d10 rolls a 3, you add them to make 23
it cannot be that you use the 2 from the d00 in the tens place and the 3 form the d10 in the ones place, becaus ein the event of a 00 and a 0, then number woud be 00, aka 0. This doesn't work because all other dice roll 1~maximum value, as well as official tables in the books showing results can only be 1-100 for d100s. Now, some could say that you make a special rule that when a 00 and a 0 are rolled that makes a 100, but that's just a fix for a broken system,w hen you already have a perfectly logical system already available to you. (btw, this is the RAW way to read a d100, but f*ck wotc and their nonsense)
in all fairness, as long as you have a consistent system that works for you, you should be good to go
When rolling a standard d100, than 00 is 100. Just like when you roll a 0 on a d10, it's a 10.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
00 + 1 thru 9 = 1 to 9
10+ 1 thru 9 = 11 to 19
20 + 1 thru 9 = 21 to 29
and so on
She/Her Player and Dungeon Master
Bear with me, trying to understand:
00 & 1 = 1
00 & 0 = 100
90 & 0 = 90
To what condition does the 00 swap from 0 and 100 freely if the D10's "0" is always treated as "zero" on a 0-9 scale?
00+1=1
00+0=100
...
00&0 is it. That is 100
other wise it is a d99
She/Her Player and Dungeon Master
I should point out that it is no different from rolling 2 standard d10's as percentiles. If you roll 0&0 it is 100
She/Her Player and Dungeon Master
From page 6 of the Player's Handbook:
Bolding and Italics are mine.
30 & 3 = 33.
00 & 3 = 3.
30 & 0 = 30.
00 & 0 = 100. This is the only exception to the tens, ones, and zeroes rules.
(Note: I understand that many on this forum are joking around. And I'm aware this answer has been given. I just want to make it very clear what the reality is for those looking for a genuine answer.)
This in an interesting case tbh. Because the way that pretty much anyone would intuitively read the dice is quite hard to explain/understand.
The problem is that when you roll and the two digit die says "80" then you want the result of the roll to be somewhere in the 80-89 range as that is what people will intuitively expect. But for that to work you will need to have the one digit die to have a "zero" option and that's usually not how dice work. And that goes for the "00" part of the two digit die too, to have 1-100 as possible outcomes (as that is what a d100 would have) you need the "00" to be the 0-9 range of outcomes (instead of in the 100 range).
So basically what you do is switch both dices to go from 1 to (1)0 (as D10s normally are used) to go from 0 to 9 (and from 00 to 90).
So 10+0=10 and 30+3= 33 and so on up to 90+9=99. Doing it this way would mean that a 00+0 should equal 0 but we don't want that (as a D100 doesn't have a zero) so you switch 00+0 to equal 100.
It might mathematically be incorrect but it is a helluva easier and more intuitive to use. I'm not a dice maker but I suspect that this is the reason that D10 are normally numbered 0-9 even though we gamers usually read the "0" as a "10".
This, exactly. I know that officially 00 + 0 = 100, but it just makes much more logical sense in my brain to shift the dice from 1-(1)0 and 10-90 to 0-9 and 00-90, respectively, giving results 0-99. It's the same odds either way, and you can just say that 0 = 100 anyway and nobody's feathers will get rustled.
I think of it like a "roll under" method. If you have a 100% chance of something happening, you need to roll under 100, so in other words 0-99. If you have a 1% chance of something happening, you need to roll under 1, so in other words only 0.
There's a logical pattern for 00 & 0 = 100 because it's 1-100 and there is no 0 value
...
90 & 8 = 98
90 & 9 = 99
00 & 0 = 100
00 & 1 = 01
00 & 2 = 02
00 & 3 = 03
00 & 4 = 04
00 & 5 = 05
00 & 6 = 06
00 & 7 = 07
00 & 8 = 08
00 & 9 = 09
10 & 0 = 10
10 & 1 = 11
...
https://www.dndbeyond.com/sources/phb/introduction#GameDice
In cases where tables write the result as 00 it doesn't make a difference as the results are still presented in tables as following 99:
https://www.dndbeyond.com/sources/xgte/character-options-this-is-your-life#Birthplace
https://www.dndbeyond.com/sources/toa/dwellers-of-the-forbidden-city#Navigation
https://www.dndbeyond.com/sources/dmg/between-adventures#Carousing2
https://www.dndbeyond.com/sources/gos/of-ships-and-the-sea#AttitudeandRace
When results are written as 100, they similarly follow 99 as per:
https://www.dndbeyond.com/sources/dmg/running-the-game#ShortTermMadness
There isn't typically a mechanical difference.
Because the dice aren't additive (ie, you aren't adding 90 + 0 or 90 +10), they are placeholders. That is why the rules are actually written using two d10s. They also clarify that some dice sets provide a two digit d10 for convenience in setting which d10 represents which place (1s and 10s). so a 90 and 0 is the same as a 9 and 0, with the first being the 10s place and the second being the 1s place. That 90 isn't ninety, its a nine in the 10s place. Likewise the 0 isn't ten, its a zero in the ones place.
That leaves the 00 and the 0. as the OP said, the placeholder method could result in a 00 or a 100, as both meet the criteria (a 0 in both the 1s and 10s place), but we know it's 100, because:
Considering the cyclical nature of it, “00 + 0 = 100 = 0” it’s all the same. Every table, whether it has a 0 line or a 100 line, it can only have one, not both. If it had both it would be a d101 table, and “damn it Jim, I’m a DM, not a dog breeder!” It’s ike how an Ace is both a 1 and higher than a King.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Folks, what you're all calling a d10 is actually a d9 with a facet of oblivion. Most of you seem to have been playing this game for decades without understanding that. Your loss. Stop asserting something where there's nothing. They even push it further when they double oblivion on the d90. Now, read up on your portable hole and bag of holding mechanics and calculate the world ending damage that has accrued over your campaigns.
Jander Sunstar is the thinking person's Drizzt, fight me.
Folks, what you're all calling a d10, as its name clearly indicates, is a ten-sided dice. Its tenth side conveys a default meaning of "10".
https://www.dndbeyond.com/sources/phb/introduction#GameDice
Nine times out of ten, in its use in percentile dice, a "00" result will not convey an additional result.
Nine times out of ten, in its use in percentile dice, a "0" result will not convey an additional result.
This accounts for 99/100 rolls:
-, 1, 2, 3, 4, 5, 6, 7, 8, 9,
10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
30, 31, 32, 33, 34, 35, 36, 37, 38, 39,
40, 41, 42, 43, 44, 45, 46, 47, 48, 49,
50, 51, 52, 53, 54, 55, 56, 57, 58, 59,
60, 61, 62, 63, 64, 65, 66, 67, 68, 69,
70, 71, 72, 73, 74, 75, 76, 77, 78, 79,
80, 81, 82, 83, 84, 85, 86, 87, 88, 89,
90, 91, 92, 93, 94, 95, 96, 97, 98, 99.
One time in a hundred, in its use in percentile dice, a "00" and "0" result can be considered to not, not convey an additional result.
However we want to explain it, RAW, this is how it works up to d100 rolls.
it's a 10
when rolling a standard d10, say for eldritch blast, then the 0 face on the d10 is a 10, not a 0, because it's easier to fit a single digit on a dice comprised enitrely of single digits and keep a standard size for the print (d12 and d20 dn't do this because their is no way to distinguish between 1 and 11 or 2 and 12 if you do this, or 3 andf 13 etc, but with a d10 it can be done)
so, if d00(what I will be calling the dice that rolls 00, 10, 20, 30, 40, 50, 60, 70, 80, 90) rolls a 20, and d10 rolls a 3, you add them to make 23
it cannot be that you use the 2 from the d00 in the tens place and the 3 form the d10 in the ones place, becaus ein the event of a 00 and a 0, then number woud be 00, aka 0. This doesn't work because all other dice roll 1~maximum value, as well as official tables in the books showing results can only be 1-100 for d100s. Now, some could say that you make a special rule that when a 00 and a 0 are rolled that makes a 100, but that's just a fix for a broken system,w hen you already have a perfectly logical system already available to you. (btw, this is the RAW way to read a d100, but f*ck wotc and their nonsense)
in all fairness, as long as you have a consistent system that works for you, you should be good to go
When rolling a standard d100, than 00 is 100. Just like when you roll a 0 on a d10, it's a 10.