Chance Rolls in D&D Can Help You Be a Superior Dungeon Master
As a DM, I traditionally avoided heavy use of chance during my D&D adventures. I tended was for narrative flow and session development to be determined by character actions instead of random chance. Recently, I chose to change my approach, and I'm incredibly happy with the result.
The Catalyst: Seeing a Custom Mechanic
A popular streamed game utilizes a DM who often calls for "fate rolls" from the players. This involves selecting a specific dice and assigning consequences contingent on the result. It's at its core no different from consulting a random table, these are devised on the spot when a course of events lacks a obvious resolution.
I decided to try this approach at my own game, mainly because it appeared interesting and provided a departure from my standard routine. The outcome were eye-opening, prompting me to reconsider the ongoing dynamic between pre-determination and spontaneity in a roleplaying game.
A Powerful In-Game Example
In a recent session, my players had concluded a massive fight. Afterwards, a cleric character inquired after two beloved NPCs—a pair—had lived. In place of picking a fate, I asked for a roll. I asked the player to make a twenty-sided die roll. The possible results were: on a 1-4, both died; a middling roll, only one succumbed; a high roll, they survived.
The die came up a 4. This led to a incredibly poignant scene where the characters discovered the corpses of their allies, forever united in their final moments. The cleric conducted funeral rites, which was uniquely meaningful due to previous story developments. In a concluding reward, I improvised that the NPCs' bodies were suddenly restored, containing a spell-storing object. By chance, the bead's magical effect was perfectly what the group needed to resolve another major quest obstacle. It's impossible to script this type of serendipitous story beats.
Honing DM Agility
This event made me wonder if chance and making it up are in fact the beating heart of this game. While you are a detail-oriented DM, your skill to pivot may atrophy. Players reliably find joy in derailing the best constructed plots. Therefore, a good DM has to be able to pivot effectively and invent details on the fly.
Employing similar mechanics is a great way to train these skills without venturing too far outside your comfort zone. The strategy is to apply them for minor circumstances that have a limited impact on the session's primary direction. For instance, I would not employ it to decide if the king's advisor is a secret enemy. But, I could use it to determine whether the party arrive moments before a key action occurs.
Strengthening Player Agency
Luck rolls also works to maintain tension and foster the sensation that the adventure is responsive, shaping in reaction to their choices immediately. It prevents the perception that they are merely pawns in a DM's sole narrative, thereby enhancing the cooperative aspect of storytelling.
This philosophy has long been embedded in the core of D&D. Early editions were reliant on charts, which fit a game focused on exploration. Even though contemporary D&D tends to prioritizes story and character, leading many DMs to feel they need exhaustive notes, this isn't always the only path.
Finding the Sweet Spot
Absolutely no problem with thorough preparation. Yet, it's also fine no issue with relinquishing control and allowing the whim of chance to guide minor details instead of you. Authority is a big aspect of a DM's responsibilities. We need it to run the game, yet we frequently find it hard to give some up, at times when doing so can lead to great moments.
The core recommendation is this: Do not fear of letting go of control. Experiment with a little improvisation for inconsequential outcomes. It may find that the unexpected outcome is far more memorable than anything you might have scripted on your own.