Here's a quick little post to talk about my personal rule for all of the dice-using RPGs I've GMed so far, that I have developed over years through trial and error:
Rule of Dice: If it's impossible or guaranteed in the available time, you shouldn't have to roll for it.
Let's break down what this means:
- If what a character is trying to do is impossible, they shouldn't even get to roll.
- If a character would definitely succeed in something, they don't even have to roll.
- If it's only a question of rolling high enough and there's nothing stopping the character from rolling over and over again, they get to succeed automatically.
- "[...], you shouldn't have to roll for it." This is the most important bit to me. It means that the DM shouldn't just have the player roll their die pointlessly if they can't succeed, or can't fail. Because if they roll a 20, and they fail anyway, that sucks. I personally as a DM communicate this to my players when it's relevant, for example "You don't need to roll the die to try to kick the troll to the moon, you automatically fail because I know your bonus to the roll is too low" (of course, not this verbose every time it occurs). If a player really insists on rolling, well then they can go ahead, but they already know my answer without even involving a die.
What does this rule do:
- Removes unneeded die rolls, saving time.
- Removes some cases of unfulfilled expectations.
- Keeps the game a little more grounded.
|D&D Role play crit fail 20, by Blanca Vidal|
At the end of the day though, you should play the game how you want. If your table likes moments like when a dwarf rolling down a hill rolls a natural 20 multiple times in a row and begins to fly against all known laws of aviation, or you all enjoy the sound of math rocks going click-clack (I know I like the sound), then I say go for it! I'm just here to formulate this into a proper rule to help anyone who was searching for it.
Whether you agree or disagree, I hope you'll have a good day! :)