Luck Rolls in Dungeons & Dragons Can Help You Become a More Effective DM
In my role as a Dungeon Master, I traditionally shied away from significant use of luck during my D&D games. My preference was for narrative flow and what happened in a game to be determined by character actions instead of pure luck. However, I chose to alter my method, and I'm truly glad I did.
The Inspiration: Watching 'Luck Rolls'
A well-known streamed game features a DM who regularly calls for "luck rolls" from the adventurers. This involves picking a polyhedral and defining possible results based on the result. It's at its core no different from rolling on a random table, these are devised in the moment when a player's action has no clear outcome.
I opted to test this approach at my own session, primarily because it seemed interesting and presented a break from my normal practice. The outcome were eye-opening, prompting me to think deeply about the ongoing dynamic between pre-determination and randomization in a D&D campaign.
A Powerful In-Game Example
At a session, my group had concluded a massive fight. Afterwards, a cleric character asked about two friendly NPCs—a pair—had lived. In place of picking a fate, I handed it over to chance. I told the player to roll a d20. I defined the outcomes as: a low roll, both died; on a 5-9, a single one succumbed; a high roll, they made it.
The player rolled a 4. This triggered a profoundly emotional moment where the party came upon the remains of their companions, still united in death. The cleric conducted a ceremony, which was particularly meaningful due to prior roleplaying. As a parting touch, I improvised that the remains were strangely restored, containing a enchanted item. By chance, the bead's contained spell was perfectly what the party required to solve another critical situation. It's impossible to orchestrate such magical story beats.
Improving On-the-Spot Skills
This experience made me wonder if chance and making it up are truly the essence of tabletop RPGs. Even if you are a meticulously planning DM, your ability to adapt may atrophy. Adventurers often find joy in ignoring the most detailed plans. Therefore, a skilled DM must be able to pivot effectively and create scenarios on the fly.
Using similar mechanics is a fantastic way to practice these skills without going completely outside your comfort zone. The trick is to use them for small-scale circumstances that don't fundamentally change the campaign's main plot. As an example, I wouldn't use it to decide if the central plot figure is a traitor. However, I could use it to decide if the PCs reach a location moments before a key action occurs.
Strengthening Player Agency
This technique also serves to maintain tension and create the sensation that the game world is alive, progressing based on their choices as they play. It prevents the perception that they are merely pawns in a rigidly planned script, thereby strengthening the shared nature of the game.
This approach has historically been embedded in the original design. The game's roots were enamored with random tables, which made sense for a playstyle focused on exploration. Even though current D&D frequently focuses on plot-driven play, leading many DMs to feel they need exhaustive notes, it's not necessarily the required method.
Finding the Sweet Spot
There is absolutely no issue with doing your prep. Yet, it's also fine nothing wrong with letting go and permitting the rolls to guide minor details instead of you. Control is a major aspect of a DM's responsibilities. We require it to run the game, yet we can be reluctant to cede it, in situations where doing so might improve the game.
The core advice is this: Do not fear of letting go of control. Embrace a little randomness for smaller details. You might just discover that the unexpected outcome is far more rewarding than anything you might have planned on your own.