Typically the 00 represents 100. Rarely, a game system will tell you otherwise. In D&D, this will be used for results from a table, such as the Trinkets table. You can look at the table results to see if it runs 0-99 or 1-100.
If you get a physical d100, it will be numbered 1-100.
Typically the 00 represents 100. Rarely, a game system will tell you otherwise. In D&D, this will be used for results from a table, such as the Trinkets table. You can look at the table results to see if it runs 0-99 or 1-100.
If you get a physical d100, it will be numbered 1-100.
If it's 0-99 or 1-100 what happens when throw a 1/00 or 0/00, do you just reroll?
0/00 is 100 unless specified that it's a 0-99 scale, then it's 0.
Remember this: The double-digit die is the tens digit at all times. So "00" means it's a 0 at the start. A 100 is caused by 0/00 being either 0 or 100 and 0 not being an option. But 00/x is 0x.
The rules sometimes refer to a d100. While such dice exist, the common way to roll 1d100 uses a pair of ten-sided dice numbered from 0 to 9, known as percentile dice. One die—that you designate before rolling—gives the tens digit, and the other gives the ones digit. If you roll a 7 for the tens digit and a 1 for the ones digit, 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.
Typically the 00 represents 100. Rarely, a game system will tell you otherwise. In D&D, this will be used for results from a table, such as the Trinkets table. You can look at the table results to see if it runs 0-99 or 1-100.
If you get a physical d100, it will be numbered 1-100.
If it's 0-99 or 1-100 what happens when throw a 1/00 or 0/00, do you just reroll?
You're reading the dice backwards. The 00 dice gets read first. It's not '1/00' for 100, it's '00/1' for 1 (01, to be precise)
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The rules sometimes refer to a d100. While such dice exist, the common way to roll 1d100 uses a pair of ten-sided dice numbered from 0 to 9, known as percentile dice. One die—that you designate before rolling—gives the tens digit, and the other gives the ones digit. If you roll a 7 for the tens digit and a 1 for the ones digit, 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.
... That's a weird way to do it. It goes against all other logic for rolling d10's.
Every other number on the "tens" die signifies what the first digit is (70 being, well, 70, for example), and rolling a "0" on the single-digit d10 is, in all other cases, a 10. Rolling 00 and 0 should be 10; rolling 90 and 0 should be 100. If you normally treat rolling a 0 on the regular d10 as 10 - which everyone does - and you treat rolling 00 on the tens die as "0#" with any other combination (for example, rolling 00 and 7 as being 7) then treating 00 and 0 as 100 makes no sense. ¯\_(ツ)_/¯ to each their own.
The rules sometimes refer to a d100. While such dice exist, the common way to roll 1d100 uses a pair of ten-sided dice numbered from 0 to 9, known as percentile dice. One die—that you designate before rolling—gives the tens digit, and the other gives the ones digit. If you roll a 7 for the tens digit and a 1 for the ones digit, 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.
... That's a weird way to do it. It goes against all other logic for rolling d10's.
Every other number on the "tens" die signifies what the first digit is (70 being, well, 70, for example), and rolling a "0" on the single-digit d10 is, in all other cases, a 10. Rolling 00 and 0 should be 10; rolling 90 and 0 should be 100.
It would be extremely counter-intuitive to roll, say, 60 and 0 and decide it was a 70
0 on the second die doesn't mean 10 when rolling a d100, it means you have a zero for the second digit. You aren't intended to add the dice together
That said, there are 100 possible combinations of what you can roll on the two dice. Just so long as you are consistent in how you interpret your rolls, and are prepared to get into arguments with the 99% of people who do it the other way, it doesn't actually matter which method you use
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I don't find it counterintuitive at all; 0 on a d10 is 10, always has been. Personally I find treating a 0 on a d10 as anything but 10 to be counterintuitive.
Adding 10 to something isn't difficult, and any other time you're rolling a d10 - for damage or whatever else - rolling 0 is always 10 and you simply add it to what you're rolling for. It's not counterintuitive then, is it? You don't attack with a Glaive, roll 0 on the d10, and go "well, I do 0 damage, because 10 would be counterintuitive." But otherwise, I agree. And I will say it is... visually satisfying, when rolling anything other than 00 + 0, to do it the way you guys have suggested. Rolling 70 and 0 and calling it 70 looks nice, but I just - personally - can't look at a 0 on a d10 and think anything other than "that's 10." Plus the thought of rolling 00 + 0 and saying "that's 100" I find strange. Again, however, personal taste; to each their own, and clearly the core rules say to do it that way.
I don't find it counterintuitive at all; 0 on a d10 is 10, always has been
That's the thing. You're not rolling a d10, you're rolling a d100
The d10 is the strangest die all around, really
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The rules sometimes refer to a d100. While such dice exist, the common way to roll 1d100 uses a pair of ten-sided dice numbered from 0 to 9, known as percentile dice. One die—that you designate before rolling—gives the tens digit, and the other gives the ones digit. If you roll a 7 for the tens digit and a 1 for the ones digit, 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.
... That's a weird way to do it. It goes against all other logic for rolling d10's.
Every other number on the "tens" die signifies what the first digit is (70 being, well, 70, for example), and rolling a "0" on the single-digit d10 is, in all other cases, a 10. Rolling 00 and 0 should be 10; rolling 90 and 0 should be 100. If you normally treat rolling a 0 on the regular d10 as 10 - which everyone does - and you treat rolling 00 on the tens die as "0#" with any other combination (for example, rolling 00 and 7 as being 7) then treating 00 and 0 as 100 makes no sense. ¯\_(ツ)_/¯ to each their own.
Well... the way it's detailed in the PHB is how I've been doing it since the 90s.
I suppose I should have said "that's the weird way" rather than "that's a weird way." Not that it matters, but I've also been playing D&D since the 90's, and I've seen it done both ways a million times. I'm just surprised that's the way the core rules say to do it, as it's the way that isn't consistent, and being consistent is one of the core tenents of D&D. The way I prefer to read them, no matter what you roll you read it the same way - the fact that you also read the d10 the same way you always do is just an added bonus. The way the rules recommend, you read it the same way 99% of the time, and then read it completely differently for the last 1%. Which is fine, it's of course not difficult to make the interpretation. Just strange to me that that's the method they went with.
Anyway, this is largely all a moot point; my surprise at the system chosen by the core rules notwithstanding, I ultimately just wanted to proffer another system of rolling.
I suppose I should have said "that's the weird way" rather than "that's a weird way." Not that it matters, but I've also been playing D&D since the 90's, and I've seen it done both ways a million times. I'm just surprised that's the way the core rules say to do it, as it's the way that isn't consistent, and being consistent is one of the core tenents of D&D. The way I prefer to read them, no matter what you roll you read it the same way - the fact that you also read the d10 the same way you always do is just an added bonus. The way the rules recommend, you read it the same way 99% of the time, and then read it completely differently for the last 1%. Which is fine, it's of course not difficult to make the interpretation. Just strange to me that that's the method they went with.
Anyway, this is largely all a moot point; my surprise at the system chosen by the core rules notwithstanding, I ultimately just wanted to proffer another system of rolling.
I wonder if this is a D&D vs TTRPG thing
I've played a lot of systems where d100 rolls are way more common than they are in D&D -- Rolemaster/MERP comes immediately to mind -- so I think of d100 as a "normal" roll, and not a 1% edge case. Like, I've probably rolled more d100s in my life than d12s
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Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I suppose I should have said "that's the weird way" rather than "that's a weird way." Not that it matters, but I've also been playing D&D since the 90's, and I've seen it done both ways a million times. I'm just surprised that's the way the core rules say to do it, as it's the way that isn't consistent, and being consistent is one of the core tenents of D&D. The way I prefer to read them, no matter what you roll you read it the same way - the fact that you also read the d10 the same way you always do is just an added bonus. The way the rules recommend, you read it the same way 99% of the time, and then read it completely differently for the last 1%. Which is fine, it's of course not difficult to make the interpretation. Just strange to me that that's the method they went with.
Anyway, this is largely all a moot point; my surprise at the system chosen by the core rules notwithstanding, I ultimately just wanted to proffer another system of rolling.
Yeah, I'm not saying other ways are wrong, not at all. Just that for me it's not weird, because it's how we do it.
The most important roll is the percentile roll, or D100. Some D10 dice are numbered as tens (10, 20, 30, etc.), such as the one in the Starter set. Use this one for the tens (10s) roll, and the other, normal D10 for the ones. To generate a D100 result, roll them and read them in order. For example, if you roll a 50 on the tens die and an 8 on the ones die, you’ve rolled 58. A roll of ‘00’ (tens) and ‘0’ (ones) is 100. If you only have normal D10s, then find some means of determining which die is first and which is second, like reading them left to right, picking one color to stand for the 10s and another for the 1s, or rolling them one at a time, 10s first. Be consistent with how you read them from roll to roll.
The way I prefer to read them, no matter what you roll you read it the same way - the fact that you also read the d10 the same way you always do is just an added bonus.
When you roll a 00 and a 0, do you mean to say that should be read as 110? or just 10?
I've played a lot of systems where d100 rolls are way more common than they are in D&D -- Rolemaster/MERP comes immediately to mind -- so I think of d100 as a "normal" roll, and not a 1% edge case. Like, I've probably rolled more d100s in my life than d12s
I was going to mention MERP and Rolemaster too! They were my first RPGs followed by Shadowrun.
Also, AD&D for Strength Scores and Thief skills. I cannot think of any that treat two zeros as a zero, but I do remember seeing that before. In my experience, it's the extreme minority.
As 10, of course. You wouldn't read a roll of 00 and 7 as 107, would you? In both systems, rolling 00 on the "tens" die is 0. In one system (the one I prefer) you always treat a 0 on the "ones" die (the d10) as 10, because that's how you always treat 0 on a d10. In the RAW system, you treat 0 on a d10 as 0, except when you also roll 00 on the "tens" die, in which case you treat the combination as 100, even though in all other cases you treat both as meaning 0. I prefer my system simply because you always read both die the same way with no exception, and also treat the d10 the way you always treat it; with 0 being 10. In the RAW system, you don't treat the d10 the way you always treat it, and 1 roll out of 100 you have to read the dice completely differently than how you read them the other 99% of the time.
As 10, of course. You wouldn't read a roll of 00 and 7 as 107, would you? In both systems, rolling 00 on the "tens" die is 0. In one system (the one I prefer) you always treat a 0 on the "ones" die (the d10) as 10, because that's how you always treat 0 on a d10. In the RAW system, you treat 0 on a d10 as 0, except when you also roll 00 on the "tens" die, in which case you treat the combination as 100, even though in all other cases you treat both as meaning 0. I prefer my system simply because you always read both die the same way with no exception, and also treat the d10 the way you always treat it; with 0 being 10. In the RAW system, you don't treat the d10 the way you always treat it, and 1 roll out of 100 you have to read the die completely differently than how you read them the other 99% of the time.
In your system you don't treat the d10 the way you always treat it. If you did, then 00 should be 100, and 00, 0 should be 110.
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Google says if you roll 0 and 00 that's 100 but wouldn't 1 and 00 also be 100?
Typically the 00 represents 100. Rarely, a game system will tell you otherwise. In D&D, this will be used for results from a table, such as the Trinkets table. You can look at the table results to see if it runs 0-99 or 1-100.
If you get a physical d100, it will be numbered 1-100.
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If it's 0-99 or 1-100 what happens when throw a 1/00 or 0/00, do you just reroll?
a 1 and a 00 is just a 01
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What is 0/00
0/00 is 100 unless specified that it's a 0-99 scale, then it's 0.
Remember this: The double-digit die is the tens digit at all times. So "00" means it's a 0 at the start. A 100 is caused by 0/00 being either 0 or 100 and 0 not being an option. But 00/x is 0x.
From the PHB:
You're reading the dice backwards. The 00 dice gets read first. It's not '1/00' for 100, it's '00/1' for 1 (01, to be precise)
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... That's a weird way to do it. It goes against all other logic for rolling d10's.
Every other number on the "tens" die signifies what the first digit is (70 being, well, 70, for example), and rolling a "0" on the single-digit d10 is, in all other cases, a 10. Rolling 00 and 0 should be 10; rolling 90 and 0 should be 100.
If you normally treat rolling a 0 on the regular d10 as 10 - which everyone does - and you treat rolling 00 on the tens die as "0#" with any other combination (for example, rolling 00 and 7 as being 7) then treating 00 and 0 as 100 makes no sense. ¯\_(ツ)_/¯ to each their own.
It would be extremely counter-intuitive to roll, say, 60 and 0 and decide it was a 70
0 on the second die doesn't mean 10 when rolling a d100, it means you have a zero for the second digit. You aren't intended to add the dice together
That said, there are 100 possible combinations of what you can roll on the two dice. Just so long as you are consistent in how you interpret your rolls, and are prepared to get into arguments with the 99% of people who do it the other way, it doesn't actually matter which method you use
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I don't find it counterintuitive at all; 0 on a d10 is 10, always has been. Personally I find treating a 0 on a d10 as anything but 10 to be counterintuitive.
Adding 10 to something isn't difficult, and any other time you're rolling a d10 - for damage or whatever else - rolling 0 is always 10 and you simply add it to what you're rolling for. It's not counterintuitive then, is it? You don't attack with a Glaive, roll 0 on the d10, and go "well, I do 0 damage, because 10 would be counterintuitive."
But otherwise, I agree.
And I will say it is... visually satisfying, when rolling anything other than 00 + 0, to do it the way you guys have suggested. Rolling 70 and 0 and calling it 70 looks nice, but I just - personally - can't look at a 0 on a d10 and think anything other than "that's 10." Plus the thought of rolling 00 + 0 and saying "that's 100" I find strange.
Again, however, personal taste; to each their own, and clearly the core rules say to do it that way.
That's the thing. You're not rolling a d10, you're rolling a d100
The d10 is the strangest die all around, really
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Well... the way it's detailed in the PHB is how I've been doing it since the 90s.
I suppose I should have said "that's the weird way" rather than "that's a weird way." Not that it matters, but I've also been playing D&D since the 90's, and I've seen it done both ways a million times.
I'm just surprised that's the way the core rules say to do it, as it's the way that isn't consistent, and being consistent is one of the core tenents of D&D.
The way I prefer to read them, no matter what you roll you read it the same way - the fact that you also read the d10 the same way you always do is just an added bonus.
The way the rules recommend, you read it the same way 99% of the time, and then read it completely differently for the last 1%. Which is fine, it's of course not difficult to make the interpretation. Just strange to me that that's the method they went with.
Anyway, this is largely all a moot point; my surprise at the system chosen by the core rules notwithstanding, I ultimately just wanted to proffer another system of rolling.
I wonder if this is a D&D vs TTRPG thing
I've played a lot of systems where d100 rolls are way more common than they are in D&D -- Rolemaster/MERP comes immediately to mind -- so I think of d100 as a "normal" roll, and not a 1% edge case. Like, I've probably rolled more d100s in my life than d12s
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Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Yeah, I'm not saying other ways are wrong, not at all. Just that for me it's not weird, because it's how we do it.
Just one different explanation, from RuneQuest:
When you roll a 00 and a 0, do you mean to say that should be read as 110? or just 10?
I was going to mention MERP and Rolemaster too! They were my first RPGs followed by Shadowrun.
Also, AD&D for Strength Scores and Thief skills. I cannot think of any that treat two zeros as a zero, but I do remember seeing that before. In my experience, it's the extreme minority.
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As 10, of course. You wouldn't read a roll of 00 and 7 as 107, would you?
In both systems, rolling 00 on the "tens" die is 0.
In one system (the one I prefer) you always treat a 0 on the "ones" die (the d10) as 10, because that's how you always treat 0 on a d10.
In the RAW system, you treat 0 on a d10 as 0, except when you also roll 00 on the "tens" die, in which case you treat the combination as 100, even though in all other cases you treat both as meaning 0.
I prefer my system simply because you always read both die the same way with no exception, and also treat the d10 the way you always treat it; with 0 being 10.
In the RAW system, you don't treat the d10 the way you always treat it, and 1 roll out of 100 you have to read the dice completely differently than how you read them the other 99% of the time.
In your system you don't treat the d10 the way you always treat it. If you did, then 00 should be 100, and 00, 0 should be 110.
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