1, 100骰子轮
A d100 is the percentile die of tabletop gaming, and SpinyWheel's 1–100 Dice Wheel is the same roll without the dice. All 100 numbers sit on the wheel at 1 percent each. Game masters, loot tables, and anyone whose d100 rolled under the sofa spin it.
What is a d100 and how do you roll one?
A d100 produces a whole number from 1 to 100 with every result equally likely. Most tables roll it as two ten-sided dice, one read as tens and one as units, with a double zero counted as 100. A single hundred-sided die exists but rolls badly.
The two-dice method needs colour coding or a marked tens die, because 3 and 7 can mean 37 or 73 depending on which you decide reads first. Arguments over that ordering are common enough that many groups keep a dedicated percentile pair. The wheel removes the reading step: the number that lands is the number.
Threshold math without a conversion table
Percentile is popular because 1 number equals 1 percent, so any target on the wheel converts to odds in your head. No division, no lookup:
| Target | Numbers that hit | Chance |
|---|---|---|
| Exactly 1 | 1 | 1% |
| Under 15 | 1 to 14 | 14% |
| 50 or less | 1 to 50 | 50% |
| 96 or higher | 96 to 100 | 5% |
| Exactly 100 | 100 | 1% |
Roll-under systems build entire rulesets on that convenience. Call of Cthulhu gives a character a skill rated as a percentage and asks you to roll at or under it, so a 65 in Library Use is literally a 65 percent chance. Nothing has to be converted, which is why percentile survives in systems that want probability legible at the table.
Loot tables, encounters, and wild magic
The 1 percent slice is the reason d100 owns random tables. A hundred-row table gives every entry its own result with nothing left over, and a designer can widen any row by assigning it a range. Dungeons & Dragons fifth edition uses exactly that structure for its wild magic surge table, where each surge occupies its own numbered band.
Encounter tables, treasure hoards, critical hit and fumble charts, and random NPC generators all work the same way. Weighting is built into the row widths rather than bolted on: a result spanning 01 to 40 is common, a result on 00 is once in a hundred, and the table itself shows the distribution at a glance.
When the 1–100 Dice Wheel beats a physical die
Remote play is the obvious case. A wheel on a shared screen is visible to everyone at once, so no one is trusting a roll they cannot see, and no one is typing a result into chat and hoping it reads as honest.
The second case is a table with no percentile dice in the bag, which happens more than anyone admits. A d20 cannot fake it and two d6 produce a hump rather than a flat line. For rolls of a different shape, the 1-2-3骰子块 covers three outcomes, and the how-to guide walks through building a custom table range like 1 to 12 or 1 to 30.
常见问题
出于实际目的,是的,并且分布相同。两个十面骰子和一个被指定为十的骰子产生平坦的1到100的点差,而按照惯例,双零被读作100。单个百边模,有时被称为Zocchihedron ,给出了相同的范围,但在沉降之前尴尬地滚动了很长一段时间。
以十模为第一位,单位模为第二位,所以4和2等于42。同意哪个模具是滚动前的模具,因为同一对也读作24。SpinyWheel的1, 100骰子轮完全跳过惯例并显示成品编号。
是的,算术保持微不足道。评级为65的技能从1到65的任何结果成功,这是65 %的机会,因为每个数字恰好占1 %。翻转目标的工作原理是相反的:需要80或更高是21 %的机会,覆盖80到100。
任何重复都有1%的机会,因为第二次旋转在匹配第一次旋转的几百次中有一次机会。每10,000对发生一次命名号码落地两次。至少一次看到所有100个数字平均需要大约519次旋转,因为在运行后期,大多数结果都是已经看到的结果。
Spin it, read the number, and get on with the table.