Modeling accurate polyhedrons

Cube, dodecahedron, octahedron, icosahedron…
Those names may sound familiar in the ears of a tabletop RPG player. Those are the names of several types of shapes consisting of a certain number of polygons ordered in an equal fashion. Here are several examples: http://en.wikipedia.org/wiki/Dice#Standard_variations .
My question is: how can I model those accurately? I suppose script-fu might be necessary, but before resorting to that (I have no idea how to script), is there an easier way to model those shapes?

You might be interested in this thread…
http://blenderartists.org/forum/showthread.php?t=79314
… and “The Geodesic Script”:
http://members.aol.com/demalion2/geodesic2.html

Werner

Thanks for the help :smiley:
note to self: use search tool