Luck Rolls in Dungeons & Dragons Can Help You Be a Better DM
In my role as a game master, I historically steered clear of extensive use of randomization during my D&D games. I tended was for the plot and session development to be guided by deliberate decisions instead of the roll of a die. Recently, I chose to change my approach, and I'm very pleased with the outcome.
The Inspiration: Seeing a Custom Mechanic
A well-known streamed game utilizes a DM who frequently calls for "chance rolls" from the players. This involves picking a type of die and outlining possible results tied to the roll. This is fundamentally no unlike using a random table, these are created in the moment when a course of events has no clear resolution.
I opted to test this technique at my own table, mostly because it seemed interesting and presented a break from my usual habits. The outcome were eye-opening, prompting me to think deeply about the ongoing dynamic between preparation and randomization in a D&D campaign.
A Powerful Story Beat
At a session, my group had just emerged from a large-scale battle. Afterwards, a cleric character wondered if two friendly NPCs—a pair—had made it. In place of picking a fate, I asked for a roll. I told the player to roll a d20. I defined the outcomes as: a low roll, both were killed; a middling roll, only one would die; on a 10+, they made it.
Fate decreed a 4. This triggered a deeply moving scene where the adventurers came upon the remains of their friends, forever clasped together in their final moments. The cleric performed last rites, which was particularly significant due to prior character interactions. As a parting touch, I improvised that the NPCs' bodies were suddenly transformed, revealing a spell-storing object. By chance, the bead's contained spell was perfectly what the group needed to address another major situation. It's impossible to orchestrate this type of magical moments.
Honing DM Agility
This incident caused me to question if chance and making it up are in fact the essence of D&D. While you are a meticulously planning DM, your skill to pivot need exercise. Adventurers reliably find joy in upending the most carefully laid plots. Therefore, a good DM needs to be able to adapt swiftly and invent details in real-time.
Utilizing similar mechanics is a excellent way to practice these skills without venturing too far outside your comfort zone. The trick is to deploy them for small-scale circumstances that don't fundamentally change the campaign's main plot. For instance, I would not employ it to determine if the main villain is a secret enemy. But, I would consider using it to determine whether the characters enter a room moments before a critical event unfolds.
Strengthening Shared Narrative
Spontaneous randomization also serves to maintain tension and foster the feeling that the game world is alive, progressing in reaction to their decisions immediately. It prevents the feeling that they are merely actors in a DM's sole story, thereby bolstering the cooperative aspect of storytelling.
This approach has always been part of the original design. The game's roots were reliant on charts, which made sense for a game focused on dungeon crawling. Although modern D&D often emphasizes plot-driven play, leading many DMs to feel they require detailed plans, that may not be the required method.
Striking the Right Balance
There is absolutely nothing wrong with doing your prep. But, there is also no problem with relinquishing control and permitting the dice to determine certain outcomes instead of you. Direction is a significant part of a DM's responsibilities. We require it to facilitate play, yet we often struggle to give some up, in situations where doing so might improve the game.
The core recommendation is this: Don't be afraid of relinquishing a bit of control. Experiment with a little randomness for minor story elements. You might just discover that the unexpected outcome is far more rewarding than anything you would have scripted by yourself.