Fateful Dice Rolls in D&D Can Help You Be a Better DM
In my role as a DM, I historically steered clear of heavy use of chance during my Dungeons & Dragons sessions. I preferred was for narrative flow and session development to be shaped by character actions instead of random chance. Recently, I opted to alter my method, and I'm very happy with the result.
The Catalyst: Observing 'Luck Rolls'
A well-known actual-play show showcases a DM who often calls for "luck rolls" from the participants. The process entails selecting a type of die and outlining potential outcomes tied to the roll. While it's at its core no unlike using a random table, these get invented in the moment when a character's decision doesn't have a obvious resolution.
I chose to experiment with this method at my own game, mostly because it appeared novel and provided a break from my normal practice. The outcome were eye-opening, prompting me to reflect on the perennial balance between preparation and improvisation in a tabletop session.
A Powerful In-Game Example
During one session, my players had concluded a massive fight. Afterwards, a cleric character wondered if two friendly NPCs—a sibling duo—had made it. Instead of picking a fate, I let the dice decide. I told the player to make a twenty-sided die roll. I defined the outcomes as: a low roll, both were killed; a middling roll, only one succumbed; a high roll, they both lived.
The die came up a 4. This led to a incredibly poignant sequence where the party found the remains of their companions, forever clasped together in death. The cleric conducted a ceremony, which was particularly powerful due to previous story developments. As a parting touch, I improvised that the forms were suddenly restored, revealing a magical Prayer Bead. By chance, the bead's contained spell was exactly what the group lacked to solve another critical quest obstacle. One just plan these kinds of perfect coincidences.
Honing On-the-Spot Skills
This incident caused me to question if chance and thinking on your feet are truly the essence of tabletop RPGs. Although you are a meticulously planning DM, your skill to pivot may atrophy. Groups frequently find joy in ignoring the most detailed narratives. Therefore, a skilled DM must be able to think quickly and fabricate details in the moment.
Using similar mechanics is a great way to practice these abilities without straying too much outside your usual style. The trick is to deploy them for low-stakes situations that have a limited impact on the campaign's main plot. To illustrate, I would not employ it to decide if the main villain is a secret enemy. Instead, I could use it to figure out if the party reach a location just in time to see a key action takes place.
Strengthening Player Agency
Luck rolls also works to make players feel invested and cultivate the feeling that the game world is responsive, progressing in reaction to their decisions as they play. It prevents the feeling that they are merely characters in a DM's sole story, thereby bolstering the collaborative aspect of the game.
This approach has historically been integral to the original design. Original D&D were enamored with encounter generators, which fit a game focused on exploration. Although contemporary D&D often emphasizes story and character, leading many DMs to feel they require detailed plans, that may not be the required method.
Striking the Healthy Equilibrium
It is perfectly nothing wrong with doing your prep. Yet, equally valid nothing wrong with relinquishing control and permitting the dice to determine certain outcomes in place of you. Authority is a major factor in a DM's job. We use it to manage the world, yet we frequently find it hard to cede it, in situations where doing so might improve the game.
My final recommendation is this: Have no fear of relinquishing a bit of the reins. Embrace a little improvisation for smaller outcomes. The result could discover that the unexpected outcome is infinitely more rewarding than anything you could have planned in advance.