What is the Right Polyhedral DND DICE Numbering Convention?

There's a very specific numbering convention for 6-sided dice. Opposite sides add up to 7, which gives two possible configurations of numbers (left and right-handed). As we know, the convention for western dice is "right-handed", 2 is to the left and the 3 to the right. There are also conventions for the direction of the placements of dots.

Now is there anything like this for polyhedral DND dice set? We imagine opposite side adds up to n+1 happens. But are there conventions around which numbers should be located where? And what are the numbers of possible configurations? And are their conventions around the direction in which the numeral is placed?

After searching huge resource online, we got professional explanation from this game player, who has gamed since D & D first addition starting in the early 80s and has more than 25 years of table top gaming experience through a wide variety of systems.

In fact, not every dice production company follow the right dice numbering standards for whatever reason (usually it's just unknowing ignorance) - so as it was previously mentioned, the standards are (currently) seldom followed. That said, these are the standards.

While there is variation in numbering systems, there is a correct format.

The highest number on the die plus the lowest number should always be the value of the numbers on opposite sides of the die. (I will note that d10/percentile has two correct builds). The exception is the build of a d4.

Standard dice formats:
D4 = **SEE NOTE 1**
D6 = 7 (6/1, 5/2, 4/3)
D8 = 9 (8/1, 7/2, 6/3, 5/4)
D10 / Percentile **SEE NOTE 2**
D12 = 13 (12/1, 11/2, 10/3, 9/4, 8/5, 7/6)
D20 = 21 (20/1, 19/2, 18/3, 17/4, 16/5, 15/6, 14/7, 13/8, 12/9, 11/10)

This format is followed for all greater number dice (D30, D100, or rarer combinations).

**NOTE 1**
D4 has two builds, one where the result number is on the base, and one where the result number is on the top point. D4 is also the easiest NOT to make incorrectly, as if it IS incorrect, it can't be made (ie: you'd not have a decisive roll result, it would be something like 4/3/3, or 2/1/3, etc.)

D4 "base build" = whatever the base number is -must- be excluded from the one invisible side. This means that if the base number is 4, then the unseen side (touching the table) must have 1/2/3. Additionally, the result number must align with the closest edge of the invisible face on ALL visible sides.

Result = 1
Invisible Face = 2/3/4

Result = 2
Invisible Face = 1/3/4

Result = 3
Invisible Face = 1/2/4

Result = 4
Invisible Face = 1/2/3

D4 "point build" = where the result roll is on the top point, the bottom corners of the visible sides must all have matching/corresponding numbers, and the invisible side must exclude the result number entirely, and the numbers must align with the base point (non-result) numbers.

So, if the top point shows a 4, then the three visible points must show 1, 2, and 3, respectively while the invisible points must contain only 1, 2, and 3, and each number must align with the related visible point (non-result) number.

**NOTE 2**
If using a combination of d10 and d10 percentile to generate a 0 to 100 roll, then strict opposite numbering composition must be used.

D10 with 0 treated as 10 MUST combine with percentile d10 with 00 treated as 00. (d10 build 1 matches with percentile build 2)

D10 with 0 treated as 0 MUST combine with percentile d10 with 00 treated as 100. (d10 build 2 matches with percentile build 1)

**BUILD 1** (0 treated as 10)
D10 = 11 (0/1, 9/2, 8/3, 7/4, 6/5)
**BUILD 2** (0 treated as 0)
D10 = 9 (9/0, 8/1, 7/2, 6/3, 5/4)

**PERCENTILE BUILD 1** (00 treated as 100)
Percentile D10 = 110 (00/10, 90/20, 80/30, 70/40, 60/50)
**PERCENTILE BUILD 2** (00 treated as 00)
Percentile D10 = 90 (90/00, 80/10, 70/20, 60/30, 50/40)

Hope this wasn't too confusing, and we hope this helps. At magiseven.com, we can make sure each DND DICE set follow the standard numbering convention. And we adopt this built matching method:

D10 with 0 treated as 0 MUST combine with percentile d10 with 00 treated as 100. (d10 build 2 matches with percentile build 1)
The numbers on opposite sides of the D10 add up to 9;

The numbers on opposite sides of the Percentile D10 add up to 110.

Above is an example of the Natural Rose Quartz Gemstone DND DICE Set.

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