Chance Rolls in Dungeons & Dragons May Assist You Become a More Effective DM
As a Dungeon Master, I historically shied away from extensive use of randomization during my Dungeons & Dragons sessions. I tended was for the plot and what happened in a game to be guided by deliberate decisions as opposed to pure luck. That said, I chose to change my approach, and I'm truly pleased with the outcome.
The Inspiration: Watching an Improvised Tool
An influential podcast utilizes a DM who often asks for "chance rolls" from the players. The process entails picking a type of die and defining possible results based on the result. It's fundamentally no different from rolling on a random table, these are created spontaneously when a player's action doesn't have a clear resolution.
I decided to try this technique at my own session, mainly because it appeared novel and offered a break from my standard routine. The results were eye-opening, prompting me to reflect on the ongoing tension between preparation and improvisation in a tabletop session.
A Powerful In-Game Example
During one session, my players had just emerged from a massive fight. When the dust settled, a cleric character asked about two key NPCs—a pair—had lived. Instead of choosing an outcome, I asked for a roll. I instructed the player to make a twenty-sided die roll. The stakes were: a low roll, both would perish; on a 5-9, a single one would die; a high roll, they made it.
The die came up a 4. This triggered a profoundly moving sequence where the adventurers came upon the bodies of their companions, still holding hands in death. The cleric conducted funeral rites, which was particularly meaningful due to previous character interactions. In a concluding touch, I decided that the forms were strangely transformed, showing a magical Prayer Bead. I randomized, the bead's magical effect was perfectly what the group required to address another pressing quest obstacle. It's impossible to plan such magical story beats.
Sharpening DM Agility
This event led me to ponder if randomization and thinking on your feet are in fact the beating heart of tabletop RPGs. Even if you are a prep-heavy DM, your ability to adapt need exercise. Players often find joy in derailing the best constructed plots. Therefore, a skilled DM has to be able to pivot effectively and invent scenarios on the fly.
Using on-the-spot randomization is a fantastic way to train these talents without going completely outside your preparation. The strategy is to apply them for minor decisions that have a limited impact on the campaign's main plot. As an example, I would avoid using it to determine if the central plot figure is a secret enemy. Instead, I might use it to figure out if the characters arrive just in time to see a major incident takes place.
Enhancing Player Agency
Spontaneous randomization also serves to keep players engaged and create the feeling that the game world is responsive, evolving according to their actions immediately. It reduces the perception that they are merely actors in a DM's sole script, thereby bolstering the cooperative foundation of storytelling.
This approach has historically been embedded in the original design. The game's roots were filled with encounter generators, which fit a game focused on exploration. Although current D&D often prioritizes narrative and role-play, leading many DMs to feel they require detailed plans, that may not be the required method.
Achieving the Sweet Spot
Absolutely nothing wrong with being prepared. But, it's also fine no issue with stepping back and permitting the dice to decide some things rather than you. Authority is a major aspect of a DM's responsibilities. We use it to run the game, yet we often struggle to cede it, in situations where doing so can lead to great moments.
My final recommendation is this: Do not fear of letting go of control. Try a little chance for inconsequential outcomes. You might just create that the organic story beat is significantly more rewarding than anything you would have planned in advance.