Rolling a D10 (0-9) for hitpoints. What do I get with a zero?

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My character leveled up and I rolled a D10 to determine the rise in hitpoints. The dice that I used goes from 0 to 9 and I rolled a zero. The DM told me that this means I only add my modifier (0 + 3 = 3).



I didn't agree with this and think it counts as 10. The 0 is probably there for cosmetic reasons.



Who is right in this situation?







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  • 11




    related Why does a d10 count from 0 to 9?
    – enkryptor
    Sep 2 at 14:05







  • 27




    Does your DM always treat 10 as "0" for d10 (for damage, etc)? Or was it only about hit points?
    – enkryptor
    Sep 2 at 14:27

















up vote
85
down vote

favorite
3












My character leveled up and I rolled a D10 to determine the rise in hitpoints. The dice that I used goes from 0 to 9 and I rolled a zero. The DM told me that this means I only add my modifier (0 + 3 = 3).



I didn't agree with this and think it counts as 10. The 0 is probably there for cosmetic reasons.



Who is right in this situation?







share|improve this question


















  • 11




    related Why does a d10 count from 0 to 9?
    – enkryptor
    Sep 2 at 14:05







  • 27




    Does your DM always treat 10 as "0" for d10 (for damage, etc)? Or was it only about hit points?
    – enkryptor
    Sep 2 at 14:27













up vote
85
down vote

favorite
3









up vote
85
down vote

favorite
3






3





My character leveled up and I rolled a D10 to determine the rise in hitpoints. The dice that I used goes from 0 to 9 and I rolled a zero. The DM told me that this means I only add my modifier (0 + 3 = 3).



I didn't agree with this and think it counts as 10. The 0 is probably there for cosmetic reasons.



Who is right in this situation?







share|improve this question














My character leveled up and I rolled a D10 to determine the rise in hitpoints. The dice that I used goes from 0 to 9 and I rolled a zero. The DM told me that this means I only add my modifier (0 + 3 = 3).



I didn't agree with this and think it counts as 10. The 0 is probably there for cosmetic reasons.



Who is right in this situation?









share|improve this question













share|improve this question




share|improve this question








edited Sep 4 at 15:24

























asked Sep 2 at 13:23









Iarwain

528127




528127







  • 11




    related Why does a d10 count from 0 to 9?
    – enkryptor
    Sep 2 at 14:05







  • 27




    Does your DM always treat 10 as "0" for d10 (for damage, etc)? Or was it only about hit points?
    – enkryptor
    Sep 2 at 14:27













  • 11




    related Why does a d10 count from 0 to 9?
    – enkryptor
    Sep 2 at 14:05







  • 27




    Does your DM always treat 10 as "0" for d10 (for damage, etc)? Or was it only about hit points?
    – enkryptor
    Sep 2 at 14:27








11




11




related Why does a d10 count from 0 to 9?
– enkryptor
Sep 2 at 14:05





related Why does a d10 count from 0 to 9?
– enkryptor
Sep 2 at 14:05





27




27




Does your DM always treat 10 as "0" for d10 (for damage, etc)? Or was it only about hit points?
– enkryptor
Sep 2 at 14:27





Does your DM always treat 10 as "0" for d10 (for damage, etc)? Or was it only about hit points?
– enkryptor
Sep 2 at 14:27











5 Answers
5






active

oldest

votes

















up vote
189
down vote



accepted










A zero on a d10 counts as 10.



This isn't clearly specified in the 5th edition rules, but is clearer in earlier editions of the game, and widely understood among long-time RPG players. However, we can still surmise from the D&D 5th edition rules that d10 is 1-10 like all other dice, from the following:



  • Hit Dice by Size (Monster Manual p.7) confirms that the average of 1d10 is 5½, which is consistent with a range of 1-10. (The average of 0-9 would be 4½.)

  • The fighter receives 10 hit points at 1st level. This wouldn't make sense if a d10 couldn't actually reach 10. All other classes receive the highest value of their roll at 1st level (e.g. the monk receives 1d8 per level, and 8 at first level).

  • The fighter may take 6 hit points instead of rolling 1d10. This is consistent with the average result of 1-10 (5.5) rounded up. All other classes work the same way (e.g. the monk can take 5 hit points, equivalent to the average of 1-8 (4.5) rounded up). But the average of 0-9 is 4.5, so if 1d10 really meant 0-9, we would not expect to see the fighter allowed to take 6.

  • The D&D Beyond character builder can confirm that if you create a fighter above level 1 with rolled hit points, they can indeed gain a roll of 10 on their hit points.

The reason for the zero is that in many games including D&D, two d10s can be rolled together to generate a two-digit percentile number between 00 and 99. As per PHB p.6, "Two 0s represent 100," another precedent which suggests that zero on the dice doesn't necessarily mean zero.






share|improve this answer


















  • 17




    Nice proof you've collected here, but imho you should also point out the Defining Event table of the Folk Hero background (PHB, p. 131): It lists all the possible outcomes of the d10 from 1 to 10.
    – fabian
    Sep 4 at 8:49






  • 2




    It will always bug me that it's 00-99 instead of 01-100. Considering the 0 on a d10 being 10 by itself you would think rolling 00 would be 1-10, 10 would be 11-20... 90 would be 91-100. But nooooo, it magically turns into a 0.
    – James
    Sep 5 at 15:54

















up vote
74
down vote













You are correct. Many old school d10s are marked 0-9 but you count the 0 as 10.



If he doesn’t listen to reason, next level use one of the d10s marked 00-90 instead and demand your 45 or so hit points from that roll.






share|improve this answer






















  • Let's make D6 and D10 dices with 99.'s on all sides.
    – Cœur
    yesterday

















up vote
33
down vote













The Player's Handbook discusses dice on p. 6, in the subsection titled "Game Dice":




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.




It does not actually say that a d10 generates a number between 1 and 10, but that is how it is interpreted. The zero means 10.






share|improve this answer






















  • The 0 does mean ten on a d10, but percentile dice aren't a good way of showing it. If you roll e.g. 40 and 0, that 0 is zero.
    – Ray
    Sep 6 at 1:30

















up vote
28
down vote













A 0 counts as a 10



The Player's Handbook talks about dice referring to each dX as a die with X sides implying that the number of sides is the maximum roll through context.



There is also some circumstantial evidence in the spell confusion, which states:




An affected target ... must roll a d10 at the start of each of its turns to determine its behavior for that turn.



beginarray hline 1 & textThe creature uses all its movement to move in a random direction... \ hline 2-6 & textThe creature doesn't move or take actions... \ hline 3-7 & textThe creature uses its action to make a melee attack ... randomly \ hline 9-10 & textThe creature can act and move normally. \ hline endarray




Since there is no 0 in the table but a 10 is included, the most reasonable assumption is that a 0 is a 10.






share|improve this answer



























    up vote
    21
    down vote













    A d6 goes from 1 to 6. A d12 goes from 1 to 12. A d10 goes from 1 to 10. That zero is the ten.



    And in case your GM starts wondering...



    Why is it a zero then?



    While rarer in modern DnD, it's quite a common use of d10 to roll two at the same time to simulate a roll of d100. This is why these dice are often sold in sets with one die having "tens": 00, 10, 20 and so on, and the other having just "ones": 0, 1, 2, 3 and so on. One'd roll two dice and combine the tens and ones to get a result, eg. 80 and 7 yield an 87, with the special case of 00 and 0 typically but not universally meaning 100. Using d10's as d100 is the use where zero means a zero (except in the 00+0 case).



    Even when intended for percentage rolls, the "ones" die could of course include a ten instead of a zero, at risk of being suspectible to be confused with the "tens" die (both'd have a 10), being somewhat uglier (at least to my taste) and causing a fair amount of "sixty, uh, tens" which might be jarring to those of us who aren't French. Indeed, d10s with numbers 1-10 do exist, they just don't seem to be as common.



    When used as a single die, the aforementioned purpose of the 0 doesn't really exist, so a roll 0 on a d10 is a ten.






    share|improve this answer
















    • 4




      Ah, how I love to work in a number-intensive role and knowing just enough french that people expect me to follow along as they read up 5 or 6-digit numbers. I hear somewhere between 8 and 19 digits. Quattre-vingt-seize - did you mean 96 and more numbers will follow or was that 802016? You guys... ;-)
      – Stian Yttervik
      Sep 4 at 7:26










    • @zakinster Nay, 00+1 for instance is 1, not 101.
      – kviiri
      Sep 5 at 10:12










    • @kviiri ah yes, didn't think this through, I'll delete my confusing comment.
      – zakinster
      Sep 5 at 11:32










    • Also may be worth mentioning, all dice used single digits in the very early days of D&D. D20s were marked 0-9 twice, with one set inked in a different color. I assume there's some reason tied to how the dice were manufactured.
      – Random832
      Sep 5 at 17:22










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    5 Answers
    5






    active

    oldest

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    5 Answers
    5






    active

    oldest

    votes









    active

    oldest

    votes






    active

    oldest

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    up vote
    189
    down vote



    accepted










    A zero on a d10 counts as 10.



    This isn't clearly specified in the 5th edition rules, but is clearer in earlier editions of the game, and widely understood among long-time RPG players. However, we can still surmise from the D&D 5th edition rules that d10 is 1-10 like all other dice, from the following:



    • Hit Dice by Size (Monster Manual p.7) confirms that the average of 1d10 is 5½, which is consistent with a range of 1-10. (The average of 0-9 would be 4½.)

    • The fighter receives 10 hit points at 1st level. This wouldn't make sense if a d10 couldn't actually reach 10. All other classes receive the highest value of their roll at 1st level (e.g. the monk receives 1d8 per level, and 8 at first level).

    • The fighter may take 6 hit points instead of rolling 1d10. This is consistent with the average result of 1-10 (5.5) rounded up. All other classes work the same way (e.g. the monk can take 5 hit points, equivalent to the average of 1-8 (4.5) rounded up). But the average of 0-9 is 4.5, so if 1d10 really meant 0-9, we would not expect to see the fighter allowed to take 6.

    • The D&D Beyond character builder can confirm that if you create a fighter above level 1 with rolled hit points, they can indeed gain a roll of 10 on their hit points.

    The reason for the zero is that in many games including D&D, two d10s can be rolled together to generate a two-digit percentile number between 00 and 99. As per PHB p.6, "Two 0s represent 100," another precedent which suggests that zero on the dice doesn't necessarily mean zero.






    share|improve this answer


















    • 17




      Nice proof you've collected here, but imho you should also point out the Defining Event table of the Folk Hero background (PHB, p. 131): It lists all the possible outcomes of the d10 from 1 to 10.
      – fabian
      Sep 4 at 8:49






    • 2




      It will always bug me that it's 00-99 instead of 01-100. Considering the 0 on a d10 being 10 by itself you would think rolling 00 would be 1-10, 10 would be 11-20... 90 would be 91-100. But nooooo, it magically turns into a 0.
      – James
      Sep 5 at 15:54














    up vote
    189
    down vote



    accepted










    A zero on a d10 counts as 10.



    This isn't clearly specified in the 5th edition rules, but is clearer in earlier editions of the game, and widely understood among long-time RPG players. However, we can still surmise from the D&D 5th edition rules that d10 is 1-10 like all other dice, from the following:



    • Hit Dice by Size (Monster Manual p.7) confirms that the average of 1d10 is 5½, which is consistent with a range of 1-10. (The average of 0-9 would be 4½.)

    • The fighter receives 10 hit points at 1st level. This wouldn't make sense if a d10 couldn't actually reach 10. All other classes receive the highest value of their roll at 1st level (e.g. the monk receives 1d8 per level, and 8 at first level).

    • The fighter may take 6 hit points instead of rolling 1d10. This is consistent with the average result of 1-10 (5.5) rounded up. All other classes work the same way (e.g. the monk can take 5 hit points, equivalent to the average of 1-8 (4.5) rounded up). But the average of 0-9 is 4.5, so if 1d10 really meant 0-9, we would not expect to see the fighter allowed to take 6.

    • The D&D Beyond character builder can confirm that if you create a fighter above level 1 with rolled hit points, they can indeed gain a roll of 10 on their hit points.

    The reason for the zero is that in many games including D&D, two d10s can be rolled together to generate a two-digit percentile number between 00 and 99. As per PHB p.6, "Two 0s represent 100," another precedent which suggests that zero on the dice doesn't necessarily mean zero.






    share|improve this answer


















    • 17




      Nice proof you've collected here, but imho you should also point out the Defining Event table of the Folk Hero background (PHB, p. 131): It lists all the possible outcomes of the d10 from 1 to 10.
      – fabian
      Sep 4 at 8:49






    • 2




      It will always bug me that it's 00-99 instead of 01-100. Considering the 0 on a d10 being 10 by itself you would think rolling 00 would be 1-10, 10 would be 11-20... 90 would be 91-100. But nooooo, it magically turns into a 0.
      – James
      Sep 5 at 15:54












    up vote
    189
    down vote



    accepted







    up vote
    189
    down vote



    accepted






    A zero on a d10 counts as 10.



    This isn't clearly specified in the 5th edition rules, but is clearer in earlier editions of the game, and widely understood among long-time RPG players. However, we can still surmise from the D&D 5th edition rules that d10 is 1-10 like all other dice, from the following:



    • Hit Dice by Size (Monster Manual p.7) confirms that the average of 1d10 is 5½, which is consistent with a range of 1-10. (The average of 0-9 would be 4½.)

    • The fighter receives 10 hit points at 1st level. This wouldn't make sense if a d10 couldn't actually reach 10. All other classes receive the highest value of their roll at 1st level (e.g. the monk receives 1d8 per level, and 8 at first level).

    • The fighter may take 6 hit points instead of rolling 1d10. This is consistent with the average result of 1-10 (5.5) rounded up. All other classes work the same way (e.g. the monk can take 5 hit points, equivalent to the average of 1-8 (4.5) rounded up). But the average of 0-9 is 4.5, so if 1d10 really meant 0-9, we would not expect to see the fighter allowed to take 6.

    • The D&D Beyond character builder can confirm that if you create a fighter above level 1 with rolled hit points, they can indeed gain a roll of 10 on their hit points.

    The reason for the zero is that in many games including D&D, two d10s can be rolled together to generate a two-digit percentile number between 00 and 99. As per PHB p.6, "Two 0s represent 100," another precedent which suggests that zero on the dice doesn't necessarily mean zero.






    share|improve this answer














    A zero on a d10 counts as 10.



    This isn't clearly specified in the 5th edition rules, but is clearer in earlier editions of the game, and widely understood among long-time RPG players. However, we can still surmise from the D&D 5th edition rules that d10 is 1-10 like all other dice, from the following:



    • Hit Dice by Size (Monster Manual p.7) confirms that the average of 1d10 is 5½, which is consistent with a range of 1-10. (The average of 0-9 would be 4½.)

    • The fighter receives 10 hit points at 1st level. This wouldn't make sense if a d10 couldn't actually reach 10. All other classes receive the highest value of their roll at 1st level (e.g. the monk receives 1d8 per level, and 8 at first level).

    • The fighter may take 6 hit points instead of rolling 1d10. This is consistent with the average result of 1-10 (5.5) rounded up. All other classes work the same way (e.g. the monk can take 5 hit points, equivalent to the average of 1-8 (4.5) rounded up). But the average of 0-9 is 4.5, so if 1d10 really meant 0-9, we would not expect to see the fighter allowed to take 6.

    • The D&D Beyond character builder can confirm that if you create a fighter above level 1 with rolled hit points, they can indeed gain a roll of 10 on their hit points.

    The reason for the zero is that in many games including D&D, two d10s can be rolled together to generate a two-digit percentile number between 00 and 99. As per PHB p.6, "Two 0s represent 100," another precedent which suggests that zero on the dice doesn't necessarily mean zero.







    share|improve this answer














    share|improve this answer



    share|improve this answer








    edited Sep 2 at 14:20

























    answered Sep 2 at 13:56









    Quadratic Wizard

    18.5k364103




    18.5k364103







    • 17




      Nice proof you've collected here, but imho you should also point out the Defining Event table of the Folk Hero background (PHB, p. 131): It lists all the possible outcomes of the d10 from 1 to 10.
      – fabian
      Sep 4 at 8:49






    • 2




      It will always bug me that it's 00-99 instead of 01-100. Considering the 0 on a d10 being 10 by itself you would think rolling 00 would be 1-10, 10 would be 11-20... 90 would be 91-100. But nooooo, it magically turns into a 0.
      – James
      Sep 5 at 15:54












    • 17




      Nice proof you've collected here, but imho you should also point out the Defining Event table of the Folk Hero background (PHB, p. 131): It lists all the possible outcomes of the d10 from 1 to 10.
      – fabian
      Sep 4 at 8:49






    • 2




      It will always bug me that it's 00-99 instead of 01-100. Considering the 0 on a d10 being 10 by itself you would think rolling 00 would be 1-10, 10 would be 11-20... 90 would be 91-100. But nooooo, it magically turns into a 0.
      – James
      Sep 5 at 15:54







    17




    17




    Nice proof you've collected here, but imho you should also point out the Defining Event table of the Folk Hero background (PHB, p. 131): It lists all the possible outcomes of the d10 from 1 to 10.
    – fabian
    Sep 4 at 8:49




    Nice proof you've collected here, but imho you should also point out the Defining Event table of the Folk Hero background (PHB, p. 131): It lists all the possible outcomes of the d10 from 1 to 10.
    – fabian
    Sep 4 at 8:49




    2




    2




    It will always bug me that it's 00-99 instead of 01-100. Considering the 0 on a d10 being 10 by itself you would think rolling 00 would be 1-10, 10 would be 11-20... 90 would be 91-100. But nooooo, it magically turns into a 0.
    – James
    Sep 5 at 15:54




    It will always bug me that it's 00-99 instead of 01-100. Considering the 0 on a d10 being 10 by itself you would think rolling 00 would be 1-10, 10 would be 11-20... 90 would be 91-100. But nooooo, it magically turns into a 0.
    – James
    Sep 5 at 15:54












    up vote
    74
    down vote













    You are correct. Many old school d10s are marked 0-9 but you count the 0 as 10.



    If he doesn’t listen to reason, next level use one of the d10s marked 00-90 instead and demand your 45 or so hit points from that roll.






    share|improve this answer






















    • Let's make D6 and D10 dices with 99.'s on all sides.
      – Cœur
      yesterday














    up vote
    74
    down vote













    You are correct. Many old school d10s are marked 0-9 but you count the 0 as 10.



    If he doesn’t listen to reason, next level use one of the d10s marked 00-90 instead and demand your 45 or so hit points from that roll.






    share|improve this answer






















    • Let's make D6 and D10 dices with 99.'s on all sides.
      – Cœur
      yesterday












    up vote
    74
    down vote










    up vote
    74
    down vote









    You are correct. Many old school d10s are marked 0-9 but you count the 0 as 10.



    If he doesn’t listen to reason, next level use one of the d10s marked 00-90 instead and demand your 45 or so hit points from that roll.






    share|improve this answer














    You are correct. Many old school d10s are marked 0-9 but you count the 0 as 10.



    If he doesn’t listen to reason, next level use one of the d10s marked 00-90 instead and demand your 45 or so hit points from that roll.







    share|improve this answer














    share|improve this answer



    share|improve this answer








    edited Sep 2 at 13:45









    KRyan

    205k23504887




    205k23504887










    answered Sep 2 at 13:33









    mxyzplk♦

    146k21359585




    146k21359585











    • Let's make D6 and D10 dices with 99.'s on all sides.
      – Cœur
      yesterday
















    • Let's make D6 and D10 dices with 99.'s on all sides.
      – Cœur
      yesterday















    Let's make D6 and D10 dices with 99.'s on all sides.
    – Cœur
    yesterday




    Let's make D6 and D10 dices with 99.'s on all sides.
    – Cœur
    yesterday










    up vote
    33
    down vote













    The Player's Handbook discusses dice on p. 6, in the subsection titled "Game Dice":




    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.




    It does not actually say that a d10 generates a number between 1 and 10, but that is how it is interpreted. The zero means 10.






    share|improve this answer






















    • The 0 does mean ten on a d10, but percentile dice aren't a good way of showing it. If you roll e.g. 40 and 0, that 0 is zero.
      – Ray
      Sep 6 at 1:30














    up vote
    33
    down vote













    The Player's Handbook discusses dice on p. 6, in the subsection titled "Game Dice":




    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.




    It does not actually say that a d10 generates a number between 1 and 10, but that is how it is interpreted. The zero means 10.






    share|improve this answer






















    • The 0 does mean ten on a d10, but percentile dice aren't a good way of showing it. If you roll e.g. 40 and 0, that 0 is zero.
      – Ray
      Sep 6 at 1:30












    up vote
    33
    down vote










    up vote
    33
    down vote









    The Player's Handbook discusses dice on p. 6, in the subsection titled "Game Dice":




    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.




    It does not actually say that a d10 generates a number between 1 and 10, but that is how it is interpreted. The zero means 10.






    share|improve this answer














    The Player's Handbook discusses dice on p. 6, in the subsection titled "Game Dice":




    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.




    It does not actually say that a d10 generates a number between 1 and 10, but that is how it is interpreted. The zero means 10.







    share|improve this answer














    share|improve this answer



    share|improve this answer








    edited Sep 2 at 18:15









    V2Blast

    13.9k23492




    13.9k23492










    answered Sep 2 at 13:39









    Jack

    7,39322470




    7,39322470











    • The 0 does mean ten on a d10, but percentile dice aren't a good way of showing it. If you roll e.g. 40 and 0, that 0 is zero.
      – Ray
      Sep 6 at 1:30
















    • The 0 does mean ten on a d10, but percentile dice aren't a good way of showing it. If you roll e.g. 40 and 0, that 0 is zero.
      – Ray
      Sep 6 at 1:30















    The 0 does mean ten on a d10, but percentile dice aren't a good way of showing it. If you roll e.g. 40 and 0, that 0 is zero.
    – Ray
    Sep 6 at 1:30




    The 0 does mean ten on a d10, but percentile dice aren't a good way of showing it. If you roll e.g. 40 and 0, that 0 is zero.
    – Ray
    Sep 6 at 1:30










    up vote
    28
    down vote













    A 0 counts as a 10



    The Player's Handbook talks about dice referring to each dX as a die with X sides implying that the number of sides is the maximum roll through context.



    There is also some circumstantial evidence in the spell confusion, which states:




    An affected target ... must roll a d10 at the start of each of its turns to determine its behavior for that turn.



    beginarray hline 1 & textThe creature uses all its movement to move in a random direction... \ hline 2-6 & textThe creature doesn't move or take actions... \ hline 3-7 & textThe creature uses its action to make a melee attack ... randomly \ hline 9-10 & textThe creature can act and move normally. \ hline endarray




    Since there is no 0 in the table but a 10 is included, the most reasonable assumption is that a 0 is a 10.






    share|improve this answer
























      up vote
      28
      down vote













      A 0 counts as a 10



      The Player's Handbook talks about dice referring to each dX as a die with X sides implying that the number of sides is the maximum roll through context.



      There is also some circumstantial evidence in the spell confusion, which states:




      An affected target ... must roll a d10 at the start of each of its turns to determine its behavior for that turn.



      beginarray hline 1 & textThe creature uses all its movement to move in a random direction... \ hline 2-6 & textThe creature doesn't move or take actions... \ hline 3-7 & textThe creature uses its action to make a melee attack ... randomly \ hline 9-10 & textThe creature can act and move normally. \ hline endarray




      Since there is no 0 in the table but a 10 is included, the most reasonable assumption is that a 0 is a 10.






      share|improve this answer






















        up vote
        28
        down vote










        up vote
        28
        down vote









        A 0 counts as a 10



        The Player's Handbook talks about dice referring to each dX as a die with X sides implying that the number of sides is the maximum roll through context.



        There is also some circumstantial evidence in the spell confusion, which states:




        An affected target ... must roll a d10 at the start of each of its turns to determine its behavior for that turn.



        beginarray hline 1 & textThe creature uses all its movement to move in a random direction... \ hline 2-6 & textThe creature doesn't move or take actions... \ hline 3-7 & textThe creature uses its action to make a melee attack ... randomly \ hline 9-10 & textThe creature can act and move normally. \ hline endarray




        Since there is no 0 in the table but a 10 is included, the most reasonable assumption is that a 0 is a 10.






        share|improve this answer












        A 0 counts as a 10



        The Player's Handbook talks about dice referring to each dX as a die with X sides implying that the number of sides is the maximum roll through context.



        There is also some circumstantial evidence in the spell confusion, which states:




        An affected target ... must roll a d10 at the start of each of its turns to determine its behavior for that turn.



        beginarray hline 1 & textThe creature uses all its movement to move in a random direction... \ hline 2-6 & textThe creature doesn't move or take actions... \ hline 3-7 & textThe creature uses its action to make a melee attack ... randomly \ hline 9-10 & textThe creature can act and move normally. \ hline endarray




        Since there is no 0 in the table but a 10 is included, the most reasonable assumption is that a 0 is a 10.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Sep 2 at 14:36









        David Coffron

        24.5k283172




        24.5k283172




















            up vote
            21
            down vote













            A d6 goes from 1 to 6. A d12 goes from 1 to 12. A d10 goes from 1 to 10. That zero is the ten.



            And in case your GM starts wondering...



            Why is it a zero then?



            While rarer in modern DnD, it's quite a common use of d10 to roll two at the same time to simulate a roll of d100. This is why these dice are often sold in sets with one die having "tens": 00, 10, 20 and so on, and the other having just "ones": 0, 1, 2, 3 and so on. One'd roll two dice and combine the tens and ones to get a result, eg. 80 and 7 yield an 87, with the special case of 00 and 0 typically but not universally meaning 100. Using d10's as d100 is the use where zero means a zero (except in the 00+0 case).



            Even when intended for percentage rolls, the "ones" die could of course include a ten instead of a zero, at risk of being suspectible to be confused with the "tens" die (both'd have a 10), being somewhat uglier (at least to my taste) and causing a fair amount of "sixty, uh, tens" which might be jarring to those of us who aren't French. Indeed, d10s with numbers 1-10 do exist, they just don't seem to be as common.



            When used as a single die, the aforementioned purpose of the 0 doesn't really exist, so a roll 0 on a d10 is a ten.






            share|improve this answer
















            • 4




              Ah, how I love to work in a number-intensive role and knowing just enough french that people expect me to follow along as they read up 5 or 6-digit numbers. I hear somewhere between 8 and 19 digits. Quattre-vingt-seize - did you mean 96 and more numbers will follow or was that 802016? You guys... ;-)
              – Stian Yttervik
              Sep 4 at 7:26










            • @zakinster Nay, 00+1 for instance is 1, not 101.
              – kviiri
              Sep 5 at 10:12










            • @kviiri ah yes, didn't think this through, I'll delete my confusing comment.
              – zakinster
              Sep 5 at 11:32










            • Also may be worth mentioning, all dice used single digits in the very early days of D&D. D20s were marked 0-9 twice, with one set inked in a different color. I assume there's some reason tied to how the dice were manufactured.
              – Random832
              Sep 5 at 17:22














            up vote
            21
            down vote













            A d6 goes from 1 to 6. A d12 goes from 1 to 12. A d10 goes from 1 to 10. That zero is the ten.



            And in case your GM starts wondering...



            Why is it a zero then?



            While rarer in modern DnD, it's quite a common use of d10 to roll two at the same time to simulate a roll of d100. This is why these dice are often sold in sets with one die having "tens": 00, 10, 20 and so on, and the other having just "ones": 0, 1, 2, 3 and so on. One'd roll two dice and combine the tens and ones to get a result, eg. 80 and 7 yield an 87, with the special case of 00 and 0 typically but not universally meaning 100. Using d10's as d100 is the use where zero means a zero (except in the 00+0 case).



            Even when intended for percentage rolls, the "ones" die could of course include a ten instead of a zero, at risk of being suspectible to be confused with the "tens" die (both'd have a 10), being somewhat uglier (at least to my taste) and causing a fair amount of "sixty, uh, tens" which might be jarring to those of us who aren't French. Indeed, d10s with numbers 1-10 do exist, they just don't seem to be as common.



            When used as a single die, the aforementioned purpose of the 0 doesn't really exist, so a roll 0 on a d10 is a ten.






            share|improve this answer
















            • 4




              Ah, how I love to work in a number-intensive role and knowing just enough french that people expect me to follow along as they read up 5 or 6-digit numbers. I hear somewhere between 8 and 19 digits. Quattre-vingt-seize - did you mean 96 and more numbers will follow or was that 802016? You guys... ;-)
              – Stian Yttervik
              Sep 4 at 7:26










            • @zakinster Nay, 00+1 for instance is 1, not 101.
              – kviiri
              Sep 5 at 10:12










            • @kviiri ah yes, didn't think this through, I'll delete my confusing comment.
              – zakinster
              Sep 5 at 11:32










            • Also may be worth mentioning, all dice used single digits in the very early days of D&D. D20s were marked 0-9 twice, with one set inked in a different color. I assume there's some reason tied to how the dice were manufactured.
              – Random832
              Sep 5 at 17:22












            up vote
            21
            down vote










            up vote
            21
            down vote









            A d6 goes from 1 to 6. A d12 goes from 1 to 12. A d10 goes from 1 to 10. That zero is the ten.



            And in case your GM starts wondering...



            Why is it a zero then?



            While rarer in modern DnD, it's quite a common use of d10 to roll two at the same time to simulate a roll of d100. This is why these dice are often sold in sets with one die having "tens": 00, 10, 20 and so on, and the other having just "ones": 0, 1, 2, 3 and so on. One'd roll two dice and combine the tens and ones to get a result, eg. 80 and 7 yield an 87, with the special case of 00 and 0 typically but not universally meaning 100. Using d10's as d100 is the use where zero means a zero (except in the 00+0 case).



            Even when intended for percentage rolls, the "ones" die could of course include a ten instead of a zero, at risk of being suspectible to be confused with the "tens" die (both'd have a 10), being somewhat uglier (at least to my taste) and causing a fair amount of "sixty, uh, tens" which might be jarring to those of us who aren't French. Indeed, d10s with numbers 1-10 do exist, they just don't seem to be as common.



            When used as a single die, the aforementioned purpose of the 0 doesn't really exist, so a roll 0 on a d10 is a ten.






            share|improve this answer












            A d6 goes from 1 to 6. A d12 goes from 1 to 12. A d10 goes from 1 to 10. That zero is the ten.



            And in case your GM starts wondering...



            Why is it a zero then?



            While rarer in modern DnD, it's quite a common use of d10 to roll two at the same time to simulate a roll of d100. This is why these dice are often sold in sets with one die having "tens": 00, 10, 20 and so on, and the other having just "ones": 0, 1, 2, 3 and so on. One'd roll two dice and combine the tens and ones to get a result, eg. 80 and 7 yield an 87, with the special case of 00 and 0 typically but not universally meaning 100. Using d10's as d100 is the use where zero means a zero (except in the 00+0 case).



            Even when intended for percentage rolls, the "ones" die could of course include a ten instead of a zero, at risk of being suspectible to be confused with the "tens" die (both'd have a 10), being somewhat uglier (at least to my taste) and causing a fair amount of "sixty, uh, tens" which might be jarring to those of us who aren't French. Indeed, d10s with numbers 1-10 do exist, they just don't seem to be as common.



            When used as a single die, the aforementioned purpose of the 0 doesn't really exist, so a roll 0 on a d10 is a ten.







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered Sep 2 at 14:24









            kviiri

            28.3k6107172




            28.3k6107172







            • 4




              Ah, how I love to work in a number-intensive role and knowing just enough french that people expect me to follow along as they read up 5 or 6-digit numbers. I hear somewhere between 8 and 19 digits. Quattre-vingt-seize - did you mean 96 and more numbers will follow or was that 802016? You guys... ;-)
              – Stian Yttervik
              Sep 4 at 7:26










            • @zakinster Nay, 00+1 for instance is 1, not 101.
              – kviiri
              Sep 5 at 10:12










            • @kviiri ah yes, didn't think this through, I'll delete my confusing comment.
              – zakinster
              Sep 5 at 11:32










            • Also may be worth mentioning, all dice used single digits in the very early days of D&D. D20s were marked 0-9 twice, with one set inked in a different color. I assume there's some reason tied to how the dice were manufactured.
              – Random832
              Sep 5 at 17:22












            • 4




              Ah, how I love to work in a number-intensive role and knowing just enough french that people expect me to follow along as they read up 5 or 6-digit numbers. I hear somewhere between 8 and 19 digits. Quattre-vingt-seize - did you mean 96 and more numbers will follow or was that 802016? You guys... ;-)
              – Stian Yttervik
              Sep 4 at 7:26










            • @zakinster Nay, 00+1 for instance is 1, not 101.
              – kviiri
              Sep 5 at 10:12










            • @kviiri ah yes, didn't think this through, I'll delete my confusing comment.
              – zakinster
              Sep 5 at 11:32










            • Also may be worth mentioning, all dice used single digits in the very early days of D&D. D20s were marked 0-9 twice, with one set inked in a different color. I assume there's some reason tied to how the dice were manufactured.
              – Random832
              Sep 5 at 17:22







            4




            4




            Ah, how I love to work in a number-intensive role and knowing just enough french that people expect me to follow along as they read up 5 or 6-digit numbers. I hear somewhere between 8 and 19 digits. Quattre-vingt-seize - did you mean 96 and more numbers will follow or was that 802016? You guys... ;-)
            – Stian Yttervik
            Sep 4 at 7:26




            Ah, how I love to work in a number-intensive role and knowing just enough french that people expect me to follow along as they read up 5 or 6-digit numbers. I hear somewhere between 8 and 19 digits. Quattre-vingt-seize - did you mean 96 and more numbers will follow or was that 802016? You guys... ;-)
            – Stian Yttervik
            Sep 4 at 7:26












            @zakinster Nay, 00+1 for instance is 1, not 101.
            – kviiri
            Sep 5 at 10:12




            @zakinster Nay, 00+1 for instance is 1, not 101.
            – kviiri
            Sep 5 at 10:12












            @kviiri ah yes, didn't think this through, I'll delete my confusing comment.
            – zakinster
            Sep 5 at 11:32




            @kviiri ah yes, didn't think this through, I'll delete my confusing comment.
            – zakinster
            Sep 5 at 11:32












            Also may be worth mentioning, all dice used single digits in the very early days of D&D. D20s were marked 0-9 twice, with one set inked in a different color. I assume there's some reason tied to how the dice were manufactured.
            – Random832
            Sep 5 at 17:22




            Also may be worth mentioning, all dice used single digits in the very early days of D&D. D20s were marked 0-9 twice, with one set inked in a different color. I assume there's some reason tied to how the dice were manufactured.
            – Random832
            Sep 5 at 17:22

















             

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