When I am a DM, I historically steered clear of extensive use of chance during my D&D games. I preferred was for story direction and session development to be guided by player choice rather than pure luck. That said, I decided to alter my method, and I'm truly pleased with the outcome.
A well-known podcast utilizes a DM who regularly requests "luck rolls" from the participants. The process entails selecting a type of die and defining potential outcomes based on the roll. It's essentially no distinct from consulting a pre-generated chart, these get invented on the spot when a player's action lacks a obvious resolution.
I chose to experiment with this method at my own session, primarily because it seemed interesting and offered a departure from my standard routine. The experience were fantastic, prompting me to reconsider the often-debated dynamic between planning and randomization in a roleplaying game.
At a session, my party had survived a massive battle. When the dust settled, a player wondered if two beloved NPCs—a sibling duo—had survived. Rather than deciding myself, I asked for a roll. I told the player to make a twenty-sided die roll. I defined the outcomes as: on a 1-4, both would perish; a middling roll, a single one succumbed; on a 10+, they survived.
Fate decreed a 4. This resulted in a incredibly poignant scene where the adventurers discovered the bodies of their friends, still clasped together in death. The cleric held last rites, which was uniquely meaningful due to previous roleplaying. As a final gesture, I improvised that the forms were strangely transformed, showing a spell-storing object. By chance, the item's contained spell was perfectly what the party lacked to resolve another critical situation. You simply script such magical story beats.
This experience led me to ponder if improvisation and thinking on your feet are in fact the essence of D&D. Even if you are a meticulously planning DM, your ability to adapt may atrophy. Adventurers frequently excel at ignoring the most detailed narratives. Therefore, a skilled DM has to be able to pivot effectively and create details in the moment.
Employing luck rolls is a great way to practice these talents without going completely outside your comfort zone. The key is to apply them for small-scale situations that won't drastically alter the session's primary direction. To illustrate, I wouldn't use it to determine if the central plot figure is a secret enemy. However, I would consider using it to decide if the party arrive right after a critical event occurs.
This technique also serves to keep players engaged and create the impression that the adventure is responsive, progressing based on their actions in real-time. It prevents the sense that they are merely characters in a DM's sole narrative, thereby bolstering the collaborative foundation of storytelling.
Randomization has always been embedded in the game's DNA. The game's roots were reliant on random tables, which made sense for a game focused on treasure hunting. While modern D&D often emphasizes story and character, leading many DMs to feel they must prep extensively, this isn't always the best approach.
Absolutely no problem with being prepared. But, equally valid no problem with letting go and letting the whim of chance to decide some things instead of you. Control is a big part of a DM's job. We require it to run the game, yet we often struggle to cede it, in situations where doing so could be beneficial.
A piece of suggestion is this: Do not fear of letting go of control. Embrace a little randomness for minor outcomes. It may find that the unexpected outcome is infinitely more powerful than anything you could have scripted by yourself.
Elara is a seasoned poker strategist with over a decade of experience in competitive tournaments and online play.