Within the realm of color, the shadows often assume responsibility for the awkward shine of yellow.

But think of it like this:

You've got heads and tails and "side". But what if "side" had increments on it? Like some ruler, with sections marked with values of some sorts? It would roll, then stop, and the value you would see on top, that would be a value for the "side"?

The big problem with the cylinders is: The probability of the sides depends on your throwing technique. It will lead to disputes if the die was thrown in a legit way. The only way to avoid this is by making clear rules for that. And the only such rule I can imagine that would work would be a dice tower. Any other solution would lead to a dexterity game.

The big problem with the cylinders is: The probability of the sides depends on your throwing technique. It will lead to disputes if the die was thrown in a legit way. The only way to avoid this is by making clear rules for that. And the only such rule I can imagine that would work would be a dice tower. Any other solution would lead to a dexterity game.

Unless using a dice tower I think the oriention of the dice relative to the throw direction is of primary concern. If the axis of the circular “side” is parallel to the direction of the throw then the die will tumble, giving a chance for each side to present. If the axis is perpendicular to the direction of throw then the die will roll so the likely outcome is the round side. A fully symmetrical (dimensions & weight) object is the only way to have completely random chance and as pointed out by earlier poster a d6 does the same thing as a d3.

But the thing this provides is a way to have 3 outcomes of nearly equal likelihood but as another poster suggested have one of the outcomes have a variety of “other” outcomes. So giving flat sides A & B 33% chance each, and if round side C was divided (painted?) into 3 segments yielding 11% for each of those outcomes. Fun to think about but maybe too easy to “manipulate “.

Unless using a dice tower I think the oriention of the dice relative to the throw direction is of primary concern. If the axis of the circular “side” is parallel to the direction of the throw then the die will tumble, giving a chance for each side to present. If the axis is perpendicular to the direction of throw then the die will roll so the likely outcome is the round side.

It's not clear to me that this is a serious issue. Yes, if you throw the die so that it is spinning like a wheel, it will always land on an edge; but that's also true of regular dice (you can spin a d6 such that only 4 of the sides have a chance), and it mostly doesn't matter because you don't need to be very far off from perfect alignment in order to nullify the effect.

The problem that I anticipate is that the faces are more stable than the edge, and so when the die hits the table and bounces, it is probably more likely to bounce from an edge to a face than vice-versa. Thus, even if the initial landing has an equal probability for all results, the results will be skewed because the "settling" has a bias.

And I'd guess the likelihood depends on how fast the die is spinning, how much force it lands with, and the surface it lands on.

Agreed, unless you want a varied % outcome as in my post above.

You can use percentile dice for that, no need to create a novelty die. Unless the goal is to create a novelty die. But pretty much any combination that you need for game design, you can recreate using standard polyhedral dice.

I think that people suggesting alternative methods to get the same results are missing the point of this experiment. It's not really about making something practical - it's about the challenging fun of understanding the numbers.