Chance Rolls in D&D May Assist You Be a Superior DM
In my role as a game master, I usually steered clear of extensive use of randomization during my Dungeons & Dragons sessions. My preference was for narrative flow and session development to be guided by player choice instead of the roll of a die. However, I opted to alter my method, and I'm very pleased with the outcome.
The Catalyst: Watching a Custom Mechanic
A well-known actual-play show showcases a DM who frequently requests "chance rolls" from the participants. He does this by selecting a specific dice and outlining consequences contingent on the number. It's at its core no different from rolling on a random table, these are created in the moment when a course of events has no clear outcome.
I chose to experiment with this technique at my own table, mainly because it appeared novel and presented a departure from my usual habits. The results were eye-opening, prompting me to think deeply about the perennial balance between pre-determination and randomization in a roleplaying game.
A Powerful Session Moment
In a recent session, my group had survived a massive fight. Later, a player inquired after two beloved NPCs—a pair—had survived. In place of deciding myself, I handed it over to chance. I asked the player to make a twenty-sided die roll. I defined the outcomes as: a low roll, both would perish; a middling roll, a single one succumbed; a high roll, they survived.
Fate decreed a 4. This triggered a deeply poignant sequence where the adventurers came upon the remains of their allies, still united in their final moments. The party performed a ceremony, which was especially powerful due to prior roleplaying. As a final reward, I chose that the NPCs' bodies were miraculously restored, revealing a spell-storing object. I rolled for, the bead's magical effect was exactly what the group required to resolve another critical situation. You simply plan this type of serendipitous moments.
Honing Your Improvisation
This incident made me wonder if chance and making it up are in fact the core of tabletop RPGs. While you are a meticulously planning DM, your ability to adapt need exercise. Groups reliably find joy in ignoring the most carefully laid plots. Therefore, a skilled DM has to be able to think quickly and create content in the moment.
Employing on-the-spot randomization is a great way to practice these skills without straying too much outside your comfort zone. The key is to deploy them for small-scale decisions that have a limited impact on the campaign's main plot. To illustrate, I would avoid using it to determine if the king's advisor is a traitor. But, I might use it to decide whether the characters arrive just in time to see a critical event takes place.
Strengthening Player Agency
This technique also works to keep players engaged and foster the impression that the story is responsive, shaping in reaction to their decisions in real-time. It reduces the sense that they are merely pawns in a rigidly planned script, thereby strengthening the shared foundation of storytelling.
Randomization has long been embedded in the original design. The game's roots were filled with charts, which made sense for a playstyle focused on exploration. Even though current D&D often emphasizes plot-driven play, leading many DMs to feel they need exhaustive notes, it's not necessarily the only path.
Achieving the Healthy Equilibrium
There is absolutely nothing wrong with doing your prep. Yet, it's also fine no issue with stepping back and permitting the dice to determine certain outcomes in place of you. Control is a significant factor in a DM's responsibilities. We need it to manage the world, yet we often struggle to give some up, even when doing so could be beneficial.
A piece of advice is this: Have no fear of relinquishing a bit of your plan. Try a little randomness for inconsequential outcomes. The result could discover that the organic story beat is significantly more powerful than anything you would have pre-written on your own.