Dropping a fresh 7 piece set of DnD dice on the table is a great feeling, right up until the DM asks for a stealth check and you're staring at seven different shapes trying to figure out which one is the D20. Don't worry, we've all mixed up the D20 and the D12 at least a few times, but it's helpful to know when you're likely to use what's in front of you, especially when there's seven different options.
If you're new to Dungeons and Dragons, the standard 7-piece set can look a little confusing. Here is a straightforward guide to what these dice do and the most common uses for each of them.
The D20
This is the big one. There's a reason it's such a symbol of the game, and why it's so recognizable for anyone that plays TTRPGs. The 20-sided die is the core engine of DnD. If you are trying to do something and there's a chance you might fail, you are rolling the D20.
You'll use it for the most-used three main mechanics:
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Attack Rolls: Swinging a sword, shooting a bow, casting a targeted spell, etc.
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Skill Checks: Lying to a guard, picking a lock, trying to remember obscure arcane lore, etc.
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Saving Throws: Dodging a trap, fighting off poison, etc.
The D6
Before laying eyes on DnD, this was probably the only dice type you knew about. The classic 6-sided cube is the most common weapon die in the game, used for basic gear like shortswords, maces, and hand crossbows.
It's also the die you are going to need in massive quantities if you play a spellcaster. High-damage spells like Fireball and Lightning Bolt require you to roll a bunch of D6s at once, especially if you're upcasting. Because of this, it's pretty common for wizards and sorcerers to buy extra blocks of D6s just to handle the volume.
As a bonus, if you ever branch out into tabletop wargames like Warhammer, the D6 is the only die you use. Your D&D collection will cross over perfectly.
The D4, D8, D10, and D12
The rest of the dice in your bag are mostly there to figure out how much damage you just did.
The general rule of thumb is simple: the deadlier the weapon, the more faces on the die.
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D4: Small stuff. Daggers, darts, and the Magic Missile spell.
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D8: Standard martial weapons. Longswords, rapiers, and battleaxes.
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D10 and D12: Heavy weaponry. Halberds and heavy crossbows take a D10, while a greataxe (among a few others) uses the D12.
The D100 (Percentile Dice)
Look at your set and you'll spot two 10-sided dice. One has normal digits (0-9) and the other is marked in tens (00-90). Together, they form the D100.
Roll them together and read the result as a percentage from 1 to 100. Rolling a 00 and a 0 means 100.
You won't roll these every session. The D100 is reserved for chaotic situations with specific odds. DMs use them to roll on massive loot tables or random encounter lists. Players mainly touch them for rare, unpredictable mechanics—like a Sorcerer rolling for a Wild Magic Surge, or a Cleric praying for Divine Intervention.
Conclusion
DnD is definitely not about the dice, but they do help you show a little personality at the table, and spark a little joy every time you roll them. Plus, the game just moves a bit smoother when everyone has their own set, and knows where to grab the die for their weapon or spell.
Hopefully this guide has been helpful, please never hesitate to reach out to us with any DnD related questions, comments, or concerns!