You&#x27;re reading that post wrong.<p>No matter how you lay out the numbers, a nice hard roll will give you a completely uniform result.  The goal here is to make it harder to cheat when you can partially control how the die rolls.<p>Nobody is pretending there is more entropy than the number of outcomes.  What we want is a design that can&#x27;t be influenced in favor of the roller, even when entropy is a bit low.<p>Let&#x27;s design two layouts for a d100.  We&#x27;ll say that you can roll each design two ways.  You can roll it properly and get a random number from 1-100, or you can roll it improperly and it will stay within a cluster of 10 numbers, giving you a random number out of that cluster.<p>The first layout puts similar numbers together.  1-10 are all together, as are 11-20, etc.<p>The second design is laid out so that every tens digit show up in each cluster, and every ones digit shows up in each cluster.<p>Both designs can give you equally random numbers.  A proper roll gives you a uniform distribution over 100 numbers, and an improper roll gives you a uniform distribution over 10 numbers.<p>But look at what happens when you apply certain functions to the output.  A common use for the d100 might be emulating a d10.  If you divide the first die by ten, a proper roll acts like a d10, and an improper roll lets the cheater pick what result they want.  With the second die, a proper roll acts like a d10, and an improper roll also acts like a d10.<p>Fairness is preserved when the imperfections in the randomness <i>don&#x27;t matter</i>.  Your coin method looks like it would be a fair way to pick lottery numbers if it was only used once.  But it would be a fair way to pick even or odd indefinitely.