Wargaming has precisely detailed rules that allow strategy and tactical play to minimize the role of luck.
Communal storytelling doesn’t require the permission of an external power to say a character succeeds at a task.
Learn how to play with multiple groups while being the DM in D&D.
Entrance to the House of Cards by Bruce Brenneise, Balance card by Francesca Resta
Here you’ll find some tips on what aspects you should focus on.
A run of bad luck doesn’t have to be a negative experience for the player involved.
For a player with bad luck, this can be especially frustrating.
Adventures in Icespire by Greg Rutkowski
The solution to this ishaving failed rolls still advance the scene.
For example, they might recognize a gap in their knowledge butknow a library or expert who could help.
Success allows them to move faster, but failure doesn’t prevent the plot from advancing.
Adventures in Icespire by Greg Rutkowski
Strength Check
Some heavy obstacle is blocking passage.
Rubble, fallen trees and more.
A DM might callfor an athletics check to scrub the rubble, opening the path on a success.
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Lockpicking
The players are trying to open a locked door, through either brute force or lockpicking.
A failed lockpicking attempt sets off an alarm.
Guards come out to intercept them, butthey can be looted for keys and disguises after the encounter.
Failing to hit an enemy’s armor means your attack doesn’t land.
Critical decks are a common supplement for D&D that provides helpful prompts for describing these moments.
Unless your group embraces that style of play, you shouldavoid describing critical failures as comedic flops.
It can feel for the player like the DM is punching down at them.
you could also make custom magic items that activate after failed rolls.
Here are a couple of examples:
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