Chance Rolls in D&D Can Help You Be a Superior DM
When I am a Dungeon Master, I usually shied away from extensive use of chance during my Dungeons & Dragons adventures. I preferred was for story direction and what happened in a game to be determined by player choice rather than pure luck. That said, I decided to alter my method, and I'm very happy with the result.
The Inspiration: Watching an Improvised Tool
An influential actual-play show features a DM who regularly calls for "fate rolls" from the players. This involves selecting a type of die and assigning possible results contingent on the roll. It's at its core no different from using a random table, these are devised in the moment when a player's action doesn't have a clear outcome.
I opted to test this method at my own table, primarily because it seemed interesting and offered a departure from my normal practice. The experience were fantastic, prompting me to reconsider the often-debated balance between planning and improvisation in a D&D campaign.
A Powerful In-Game Example
At a session, my party had survived a large-scale conflict. Later, a player inquired after two friendly NPCs—a brother and sister—had survived. In place of choosing an outcome, I handed it over to chance. I told the player to roll a d20. The stakes were: a low roll, both died; a middling roll, a single one would die; on a 10+, they survived.
The die came up a 4. This led to a deeply poignant sequence where the adventurers came upon the bodies of their companions, forever holding hands in their final moments. The party performed last rites, which was especially meaningful due to earlier roleplaying. In a concluding touch, I chose that the remains were strangely transformed, showing a enchanted item. I randomized, the bead's contained spell was perfectly what the group required to resolve another pressing story problem. One just script this type of perfect moments.
Honing Your Improvisation
This incident led me to ponder if chance and thinking on your feet are actually the core of this game. Although you are a meticulously planning DM, your skill to pivot may atrophy. Adventurers reliably excel at upending the most carefully laid plans. Therefore, a skilled DM must be able to think quickly and invent content in the moment.
Employing similar mechanics is a great way to practice these talents without going completely outside your comfort zone. The key is to use them for low-stakes decisions that don't fundamentally change the overarching story. To illustrate, I wouldn't use it to establish if the central plot figure is a secret enemy. However, I might use it to figure out if the characters enter a room right after a major incident occurs.
Strengthening Shared Narrative
This technique also helps maintain tension and create the sensation that the adventure is dynamic, shaping in reaction to their decisions in real-time. It reduces the perception that they are merely actors in a rigidly planned script, thereby bolstering the shared aspect of roleplaying.
This approach has long been part of the game's DNA. Early editions were filled with random tables, which made sense for a playstyle focused on treasure hunting. While current D&D often emphasizes story and character, leading many DMs to feel they require detailed plans, this isn't always the best approach.
Striking the Sweet Spot
Absolutely no problem with being prepared. But, it's also fine no problem with letting go and permitting the dice to decide some things rather than you. Control is a major part of a DM's responsibilities. We require it to manage the world, yet we can be reluctant to give some up, even when doing so could be beneficial.
The core advice is this: Do not fear of temporarily losing control. Experiment with a little randomness for smaller story elements. The result could discover that the organic story beat is far more rewarding than anything you would have planned in advance.