Chance Rolls in Dungeons & Dragons Are Able to Aid You Become a Superior DM
In my role as a Dungeon Master, I historically steered clear of heavy use of randomization during my Dungeons & Dragons games. I tended was for narrative flow and what happened in a game to be determined by deliberate decisions rather than random chance. However, I decided to change my approach, and I'm incredibly pleased with the outcome.
The Inspiration: Observing a Custom Mechanic
A popular podcast showcases a DM who often calls for "chance rolls" from the participants. He does this by selecting a polyhedral and assigning possible results contingent on the roll. While it's at its core no unlike consulting a pre-generated chart, these are created spontaneously when a character's decision doesn't have a predetermined conclusion.
I chose to experiment with this approach at my own table, primarily because it looked novel and presented a break from my standard routine. The results were eye-opening, prompting me to think deeply about the often-debated balance between pre-determination and spontaneity in a D&D campaign.
A Powerful In-Game Example
During one session, my players had concluded a massive battle. When the dust settled, a cleric character inquired after two friendly NPCs—a brother and sister—had survived. Rather than picking a fate, I handed it over to chance. I told the player to make a twenty-sided die roll. I defined the outcomes as: on a 1-4, both died; on a 5-9, a single one would die; on a 10+, they made it.
Fate decreed a 4. This resulted in a incredibly moving scene where the characters found the corpses of their companions, still clasped together in death. The cleric performed a ceremony, which was particularly meaningful due to prior character interactions. As a final touch, I decided that the remains were miraculously restored, revealing a spell-storing object. I randomized, the bead's magical effect was precisely what the group needed to resolve another critical story problem. One just plan such serendipitous moments.
Honing Your Improvisation
This incident made me wonder if chance and spontaneity are actually the beating heart of tabletop RPGs. Even if you are a prep-heavy DM, your improvisation muscles need exercise. Groups often take delight in upending the best constructed plots. Therefore, a good DM needs to be able to pivot effectively and fabricate details in real-time.
Employing luck rolls is a great way to train these talents without going completely outside your preparation. The key is to use them for minor situations that won't drastically alter the session's primary direction. For instance, I would not employ it to decide if the main villain is a secret enemy. But, I would consider using it to decide whether the party arrive just in time to see a critical event occurs.
Empowering Collaborative Storytelling
Luck rolls also works to keep players engaged and cultivate the sensation that the story is alive, progressing based on their decisions immediately. It reduces the sense that they are merely characters in a rigidly planned story, thereby strengthening the collaborative aspect of the game.
This philosophy has historically been embedded in the game's DNA. Early editions were enamored with charts, which suited a playstyle focused on treasure hunting. Although modern D&D often prioritizes narrative and role-play, leading many DMs to feel they need exhaustive notes, that may not be the only path.
Finding the Right Balance
It is perfectly nothing wrong with doing your prep. But, equally valid no issue with stepping back and permitting the whim of chance to decide some things rather than you. Direction is a significant factor in a DM's role. We need it to manage the world, yet we frequently find it hard to release it, in situations where doing so could be beneficial.
My final advice is this: Do not fear of letting go of your plan. Try a little randomness for minor story elements. It may find that the organic story beat is far more powerful than anything you would have planned in advance.