Chance Rolls in D&D May Assist You Be a Superior Dungeon Master
As a DM, I traditionally avoided heavy use of chance during my D&D games. I preferred was for story direction and session development to be determined by character actions as opposed to the roll of a die. That said, I chose to alter my method, and I'm very pleased with the outcome.
The Spark: Seeing 'Luck Rolls'
A well-known streamed game utilizes a DM who frequently calls for "fate rolls" from the players. He does this by choosing a type of die and defining consequences contingent on the roll. It's fundamentally no distinct from consulting a pre-generated chart, these are created in the moment when a course of events lacks a predetermined resolution.
I decided to try this technique at my own table, mostly because it looked novel and provided a change from my usual habits. The results were fantastic, prompting me to reconsider the perennial balance between pre-determination and improvisation in a tabletop session.
A Powerful In-Game Example
During one session, my group had just emerged from a large-scale fight. Afterwards, a cleric character wondered if two friendly NPCs—a brother and sister—had lived. Rather than deciding myself, I asked for a roll. I instructed the player to roll a d20. The possible results were: a low roll, both would perish; on a 5-9, a single one would die; a high roll, they both lived.
Fate decreed a 4. This resulted in a profoundly emotional scene where the party came upon the corpses of their companions, forever united in death. The cleric conducted a ceremony, which was uniquely meaningful due to earlier roleplaying. In a concluding touch, I chose that the NPCs' bodies were suddenly restored, showing a spell-storing object. I rolled for, the item's contained spell was perfectly what the group lacked to resolve another major story problem. It's impossible to plan these kinds of perfect moments.
Sharpening On-the-Spot Skills
This experience led me to ponder if chance and thinking on your feet are actually the core of D&D. While you are a prep-heavy DM, your improvisation muscles need exercise. Groups frequently take delight in derailing the most detailed narratives. Therefore, a skilled DM must be able to pivot effectively and fabricate details in the moment.
Using luck rolls is a fantastic way to train these skills without venturing too far outside your preparation. The strategy is to use them for low-stakes circumstances that don't fundamentally change the session's primary direction. To illustrate, I wouldn't use it to establish if the central plot figure is a traitor. But, I would consider using it to decide whether the PCs enter a room right after a key action takes place.
Enhancing Collaborative Storytelling
This technique also serves to maintain tension and foster the sensation that the adventure is dynamic, shaping in reaction to their choices as they play. It combats the sense that they are merely pawns in a pre-written story, thereby enhancing the collaborative aspect of the game.
This approach has historically been integral to the original design. The game's roots were enamored with random tables, which fit a playstyle focused on dungeon crawling. Even though contemporary D&D frequently focuses on narrative and role-play, leading many DMs to feel they require detailed plans, this isn't always the best approach.
Achieving the Sweet Spot
It is perfectly no issue with thorough preparation. However, equally valid no issue with letting go and letting the whim of chance to decide some things rather than you. Authority is a major part of a DM's job. We use it to run the game, yet we frequently find it hard to cede it, at times when doing so might improve the game.
A piece of suggestion is this: Do not fear of temporarily losing your plan. Try a little randomness for inconsequential outcomes. The result could find that the surprising result is far more rewarding than anything you could have pre-written by yourself.