Dungeons & Dragons: When Should Dungeon Masters Ignore Dice Rolls? (2024)

Rolling dice is one of D&D's primary gameplay mechanics, but knowing when and where to change or fudge the results can be a DM's best friend.

Dungeons & Dragons: When Should Dungeon Masters Ignore Dice Rolls? (1)

When it comes to playing Dungeons & Dragons, players and DMs work together to weave a storyline against the most dangerous enemy in tabletop gaming: the randomness of dice rolls. Whether it's a player rolling a critical failure against the final boss or the DM rolling to beat a critical save that ends up turning the tables, the outcomes of the dice affect the way a game can turn more than anything. This randomness is why a good DM has to refine one of their most important skills: fudging dice rolls.

Fudging rolls is a somewhat controversial act in D&D. For some, it ruins the integrity of the game, giving players or NPCs moments that should be left to fate a free win in order to keep the story together. Others view it as a way to keep the game from devolving into a mess when one thing after another ends up going wrong, due only to the roll of the dice. Both options have benefits and downsides to them, which makes it all the more important for a DM to know how and when to fudge rolls.

Related: D&D: What To Know About Spelljammer's New Backgrounds

Dungeons & Dragons: When Should Dungeon Masters Ignore Dice Rolls? (2)

When it comes to fudging rolls, a DM should only do so when the result is something the players don't already know. Lowering the armor class of a tough enemy or raising the DC of an ability that players are sidestepping with ease during the game doesn't work to improve the session -- it only shows players how the DM is influencing results. This can easily ruin the atmosphere of a game, showing the DM's hand and removing any feeling of danger or victory for the players.

Private rolls the DM makes behind the screen are the rolls that should be influenced. If the players' plan to infiltrate the castle relies on charming the guard, making the guard fail no matter what their save rolls are will be better than having the whole plan get thrown out after the first step. Not only does fudging these early steps allow for the planning to not go to waste, but rewarding clever planning and role-playing with success can also make players more invested.

Related: Dungeons & Dragons: What To Know About Spelljammer's New Races

Dungeons & Dragons: When Should Dungeon Masters Ignore Dice Rolls? (3)

While rolls that matter for the progression of the game can be fudged, it's important to make sure to keep any critical moments for characters or NPCs from being influenced by DM preference. Death saving rolls and final blows in combat are best left for players to experience directly, and DMs can even roll critically important dice in full view to give everyone the satisfaction of seeing the result. Keeping fudged rolls to smaller-scale events that will help move the players along to the more important events ensures that players won't feel like they're being given everything for free. At the same time, this prevents the party from spending an hour attempting to succeed on basic obstacles.

DMs can also consider taking advantage of the flexibility of D&D's rules by changing how succeeding on a roll works. Rather than having players only succeed over a certain DC, a DM could allow the players to progress at any roll but give increasingly difficult repercussions for bad rolls. Rather than having the players fail to infiltrate the castle, the party could enter but leave behind clear signs of their presence that make it far harder to stay unnoticed.

There are many moments that a DM could do well to influence, smoothing out skills checks or saving throws to keep players engaged and moving forward. Fudging dice rolls isn't a perfect solution, and DMs need to be careful to keep their ability to change results from taking away the agency of players. Knowing when and where to let someone succeed where they should've failed can result in far greater sessions than what would happen if each roll were taken as law.

Dungeons & Dragons: When Should Dungeon Masters Ignore Dice Rolls? (2024)

FAQs

Dungeons & Dragons: When Should Dungeon Masters Ignore Dice Rolls? ›

When it comes to fudging rolls, a DM should only do so when the result is something the players don't already know.

Do dungeon masters need dice? ›

Do Dungeon Masters need dice? Yes, DMs need their own dice. In Dungeons & Dragons, dice serve as the arbiters of fate. While players may bring their own dice sets to the table, the Dungeon Master's role demands they have their own dice at the ready.

What is the roll rule in D&D? ›

Rolling ability stats in D&D 5e is straightforward. You roll 4 six-sided dice (4d6) and then discard the lowest roll. This process is repeated until you have six numbers, which you then allocate to your six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

When to use what dice in D&D? ›

But we can summarize the use of D&D dice as follows:
  1. The D20 is used for all attacks, skills, and saves.
  2. The D100 is used for random tables.
  3. The D12, D10, D8, D6, and D4 are used for everything else, usually healing and damage.
Nov 8, 2021

Is it more fun to be a Dungeon Master or a player? ›

Being a DM is generally considered harder. This is because they need to allocate time for prepping sessions, crafting adventures, and managing the game. It's a challenging role but can be deeply rewarding for those who are willing to learn and develop their skills.

Why do D&D players have so many dice? ›

Gamers often prefer to have multiples of some die in order to roll pools of dice, such as 6d6 in one roll instead of repeating an individual d6 roll six times. Check out the detailed descriptions below, or jump right into our store to find unforgettable metal dice or polymer dice today.

Can you make a living as a Dungeon Master? ›

Since 2021, Murdock's main source of income has been working as a GM for Dungeon Master Direct, a Utah-based company that specializes in online and in-person tabletop roleplaying game sessions that range from $375 to $750.

Should a DM play a character? ›

Can the Dungeon Master play too? Yes, it is possible for a DM to play a character in a D&D campaign, but it's not recommended. While there are exceptions and unique situations where this can work, it's important to consider the potential challenges and how doing this might affect your table.

How do you Dungeon Master properly? ›

Tips for being a good DM in D&D
  1. Manage your expectations. ...
  2. Prepare to just the right extent. ...
  3. Keep your notes handy. ...
  4. Don't burn yourself out. ...
  5. Learn more and improve yourself. ...
  6. Surround yourself with the right people. ...
  7. Communicate with your players. ...
  8. Be confident in yourself.
Sep 3, 2023

What is the 60 second rule in D&D? ›

What is the 60 second rule in D&D? The 60-second rule is a homebrew rule some groups use to keep the game moving. It suggests that players have 60 seconds to begin their turn or make a decision to ensure the game's pace remains brisk and engaging.

What is the hidden rule in D&D? ›

Hiding in D&D 5e takes an action to do. To hide, roll a Dexterity (Stealth) check for your character and tell the DM (Dungeon Master) the result. The Hide action grants PCs advantage on their first attack roll against an enemy. It also forces enemies to roll attacks against hidden creatures with disadvantage.

What is the most used dice in D&D? ›

The most used die in D&D is the d20, or twenty-sided die.

Do you roll to hit for cantrips? ›

Do you need to roll for cantrips? This depends entirely on the spell. Some catrips are like weapon attacks, requiring a dice roll to hit or miss. Other cantrips force a saving throw from an enemy.

Does the DM use dice? ›

The players tell the DM what their characters attempt to do, and the DM objectively determines the outcomes, using dice to resolve uncertainties.

What all does a Dungeon Master need? ›

In conclusion, being a GM or DM in D&D requires a bit more preparation and materials than being a player. A set of dice, rulebooks, a monster manual, miniatures, a screen, a writing instrument, and a notebook or binder are all essential for running a successful D&D game.

How many dice does DM need? ›

Technically, you don't need any dice to play D&D. You could use an online dice roller or app. But if you want to use real dice, the absolute minimum to play DND is a set of 7 dice: one d4, d6, d8, d10, d%, d12, and d20.

What do you need to play Dice Masters? ›

1 Each player will need 8 Sidekick dice, a bag to hold the dice, a team of up to 8 unique Character and/or Action cards and 2 Basic Action cards of their choice. 2.1. 2 Basic Action cards are community property and are placed in the center of table. Either player can purchase Basic Action dice during the game.

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