There are many weird dice for sale, some of which are used by certain game systems, others of which are really just for fun. Dungeon Crawl Classics, for example, is known for its use of “funky dice”: the d3, d5, d7, d14, d16, d24, and d30, which aren’t a part of the traditional D&D set of d4, d6, d8, d10, d12, d20, and d100.
A lot of the DCC dice are not true rollers; that is, they don’t roll fair. (Of course, a lot of traditional dice are not manufactured carefully enough to roll fair, either.) But these weird combos do roll fair, if the dice you use roll fair.
d1 (1)
Imaginary die. It’s always 1. More useful than you might think.
d2 (1 to 2)
Roll 1d6. If it’s odd, read it as 1. If it’s even, read it as 2.
d5 (1 to 5)
Roll 1d10. If it’s greater than 5, subtract 5.
d16 (1 to 16)
Roll 1d8 and 1d6. If the d6 is odd, read the d8 normally. If it’s even, add 8 to the d8.
d24 (1 to 24)
Roll 1d12 and 1d6. If the d6 is odd, read the d12 normally. If it’s even, add 12 to the d12.
d40 (1 to 40)
Roll 1d20 and 1d6. If the d6 is odd, read the d20 normally. If it’s is even, add 20 to the d20.
d59 (10 to 69)
Roll 1d6 and 1d10. Read the d6 as the 10s die, like a d%. Read 0 on the d10 as 0.
d79 (10 to 89)
Roll 1d8 and 1d10. Read the d8 as the 10s die, like a d%. Read 0 on the d10 as 0.
d200 (1 to 200)
Roll 1d100 and 1d6. If the d6 is odd, read the d100 normally. If it’s even, add 100 to the d100.
d1000 (1 to 1000)
This one is pretty well known. Roll d100 and an extra d10. Read the extra d10 as 100s, so 4-00-7 is 407; and 0-00-0 is 1000.




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