There's more than one technique.
Sometimes, running your physics backwards is what makes sense:
On the bottom, I'm starting with the letter in my desired position; it has a unrealistic bounciness of 3.0, and no damping, so rather than losing energy, it gains energy. After baking to keyframes and then reversing those keyframes, I end up with the top text: the letter appears to fall into the exact place I want it to be.
This method gives perfect control over the "final" position of the object, and it reacts just fine with other rigid bodies (provided those rigid bodies are also running backwards through time.) It has some disadvantages: there's no such thing as negative damping, and out-of-range bounciness is hard to tune. And while you gain control over the final position, you lose all control over the initial position.
You can also use animated physics to give it a nudge. You can make animated non-rendering collision objects, that exist just so you can invisibly push rigid bodies into place; you can use rigid body constraints linking your body to animated, non-rendering rigid bodies; you can use animated force fields. These are not quite as natural looking as running it backwards, and they're not likely to get you exactly where you want to be, but these allow you to have control over any time period of your rigid body simulation.
Finally, you can just outright cheat: as your rigid body physics start to settle down, you can animate the influence of a copy transforms constraint targeting some other object. (Note that rigid bodies don't actually respect constraints, but you can bake to keyframes, or use a different rendering object.)
These techniques can even be combined.