Luck Rolls in D&D May Assist You Be a Superior DM
As a game master, I historically steered clear of extensive use of randomization during my D&D sessions. I preferred was for the plot and session development to be shaped by deliberate decisions instead of the roll of a die. That said, I opted to try something different, and I'm very happy with the result.
The Catalyst: Observing an Improvised Tool
An influential actual-play show showcases a DM who regularly asks for "fate rolls" from the adventurers. He does this by choosing a type of die and defining possible results tied to the number. While it's at its core no different from rolling on a pre-generated chart, these are devised in the moment when a character's decision doesn't have a clear outcome.
I opted to test this method at my own table, mostly because it seemed novel and presented a departure from my standard routine. The outcome were remarkable, prompting me to reflect on the perennial tension between preparation and improvisation in a tabletop session.
A Memorable Story Beat
In a recent session, my players had just emerged from a large-scale battle. Later, a player asked about two friendly NPCs—a pair—had lived. In place of picking a fate, I let the dice decide. I instructed the player to make a twenty-sided die roll. I defined the outcomes as: a low roll, both died; on a 5-9, only one would die; a high roll, they made it.
The die came up a 4. This resulted in a deeply emotional moment where the characters came upon the remains of their allies, forever clasped together in their final moments. The group performed last rites, which was especially meaningful due to earlier roleplaying. In a concluding reward, I decided that the NPCs' bodies were suddenly transformed, containing a spell-storing object. By chance, the item's contained spell was precisely what the group lacked to resolve another major quest obstacle. It's impossible to script this type of perfect moments.
Honing Your Improvisation
This experience made me wonder if chance and making it up are in fact the core of tabletop RPGs. Even if you are a detail-oriented DM, your improvisation muscles need exercise. Groups frequently excel at upending the most carefully laid plans. Therefore, a good DM must be able to pivot effectively and invent scenarios in the moment.
Utilizing on-the-spot randomization is a great way to train these abilities without going completely outside your preparation. The key is to use them for low-stakes situations that don't fundamentally change the session's primary direction. For instance, I would not employ it to establish if the main villain is a secret enemy. Instead, I would consider using it to figure out if the PCs reach a location right after a critical event occurs.
Enhancing Shared Narrative
This technique also works to keep players engaged and create the sensation that the game world is dynamic, progressing according to their actions in real-time. It reduces the feeling that they are merely actors in a pre-written narrative, thereby strengthening the shared aspect of roleplaying.
This approach has long been integral to the original design. The game's roots were reliant on random tables, which suited a playstyle focused on exploration. While contemporary D&D often emphasizes plot-driven play, leading many DMs to feel they require detailed plans, this isn't always the only path.
Finding the Sweet Spot
There is absolutely no problem with being prepared. But, there is also no problem with relinquishing control and letting the whim of chance to determine certain outcomes instead of you. Control is a major part of a DM's role. We require it to run the game, yet we frequently find it hard to release it, at times when doing so can lead to great moments.
The core suggestion is this: Do not fear of letting go of the reins. Try a little improvisation for inconsequential details. You might just create that the organic story beat is significantly more powerful than anything you might have scripted by yourself.