As a game master, I traditionally shied away from extensive use of luck during my D&D games. My preference was for narrative flow and session development to be determined by deliberate decisions as opposed to random chance. That said, I decided to change my approach, and I'm incredibly glad I did.
A well-known streamed game features a DM who often calls for "luck rolls" from the players. The process entails picking a type of die and outlining potential outcomes tied to the result. It's at its core no distinct from consulting a random table, these are created on the spot when a character's decision has no predetermined conclusion.
I decided to try this technique at my own game, mainly because it looked novel and offered a break from my normal practice. The results were eye-opening, prompting me to reconsider the ongoing balance between pre-determination and randomization in a roleplaying game.
In a recent session, my group had survived a city-wide fight. Afterwards, a cleric character wondered if two friendly NPCs—a pair—had made it. Rather than choosing an outcome, I asked for a roll. I told the player to make a twenty-sided die roll. The possible results were: on a 1-4, both would perish; on a 5-9, a single one succumbed; a high roll, they survived.
Fate decreed a 4. This resulted in a deeply poignant moment where the adventurers discovered the corpses of their allies, forever united in their final moments. The cleric held a ceremony, which was particularly meaningful due to previous story developments. As a parting gesture, I improvised that the forms were suddenly restored, containing a spell-storing object. I rolled for, the item's contained spell was precisely what the group required to resolve another critical quest obstacle. One just plan this type of magical story beats.
This event made me wonder if randomization and thinking on your feet are actually the core of D&D. Although you are a meticulously planning DM, your ability to adapt can rust. Players often excel at derailing the most carefully laid plans. Therefore, a good DM must be able to adapt swiftly and invent scenarios in real-time.
Using luck rolls is a excellent way to train these abilities without venturing too far outside your usual style. The key is to use them for small-scale decisions that won't drastically alter the campaign's main plot. As an example, I would avoid using it to determine if the main villain is a traitor. However, I might use it to decide if the characters enter a room just in time to see a critical event takes place.
Luck rolls also serves to make players feel invested and foster the feeling that the adventure is alive, evolving in reaction to their actions in real-time. It combats the perception that they are merely characters in a rigidly planned script, thereby bolstering the collaborative nature of the game.
This approach has long been integral to the core of D&D. Early editions were filled with charts, which fit a playstyle focused on exploration. Even though current D&D often prioritizes plot-driven play, leading many DMs to feel they must prep extensively, this isn't always the required method.
It is perfectly nothing wrong with thorough preparation. However, equally valid no issue with stepping back and permitting the whim of chance to determine certain outcomes in place of you. Direction is a major part of a DM's job. We use it to manage the world, yet we often struggle to give some up, at times when doing so can lead to great moments.
My final suggestion is this: Don't be afraid of letting go of control. Experiment with a little chance for minor outcomes. You might just create that the unexpected outcome is far more memorable than anything you could have scripted in advance.
A tech enthusiast and marketing expert with over a decade of experience in digital analytics and lead management.
News
By Joshua Morrison
•
09 Mar 2026
News
By Joshua Morrison
•
09 Mar 2026
News
By Joshua Morrison
•
09 Mar 2026
News
By Joshua Morrison
•
09 Mar 2026
News
By Joshua Morrison
•
08 Mar 2026
News
By Joshua Morrison
•
08 Mar 2026