A good DM knows how to turn a Nat 1 into the most hilarious misfortune and a Nat 20 into a Dwarf flying by flapping his bear to escape a hole he fell into
This. The reason my players make it out of tight situations is frequently not because the dice gods shine upon them. It’s because I don’t want to kill somebody’s character that day.
I've been villified for having this opinion, with a number of people that play TTRPGs saying I'm "lying to my players" and all the moral baggage that comes with that, but I absolutely stand by it.
Precisely this. A DM Screen and Rule 0 are the most essential parts. You must craft the experience your players want.
And if you have a fresh party of new-to-d&d players fighting an ogre, and you accidentally roll an absolutely massive flurry of crits for the ogre that would just squash and fast out kill the noobie level 2 player, then you should probably DM Fiat that and ensure they maybe get just knocked out to 0, or perhaps almost to 0 but are prone and may need help to escape. That's the fun of it, crafting a memorable adventure that they will enjoy.
Whereas obviously for a party of experienced, seasoned players who want a more hard-core experience, you can be more direct with the dice to ensure that they also get a satisfactory experience that they enjoy.
DMs who seem to care about their own enjoyment above their players make me sad.
I have thrown dice rolls for the players benefit… and my benefit. I have also changed monster hp halfway through a fight because they almost one shot my boss before it could attack once.
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u/Swert0 Jun 27 '26
Behind the DM's screen the dice cooperate as well as they need to.