The critical fail. The natural 1. The ultimate miss…
“Bummer.” “You miss.” “You stab your friend.” “Your sword breaks.”
Yeah, we’ve heard it all before. That 20-sided die can be tricky. But as a DM, honestly, I have to tell you that I hate when a player rolls a “natural 1“, probably more than the player does. Yes, seriously. I want my players to have fun. Here’s something even my players don’t know: I want them to win.
Because there’s no story if the players fail. It becomes a tragic tale of wasted youth and “woulda, shoulda, coulda”.
I set up the challenges and monsters and traps and dungeons so they cansurvive them, not so they can be killed in increasingly elaborate ways.
I’ve played in groups where the DM was the enemy (and the players knew it!) and I have learned that it’s not only a poor way of interpreting the rules, but it’s just not any damn fun. And it’s a game, and games should be fun. Remember when playing pretend was all you needed?
Yeah, so when players roll that natural 1, I grimace and grind my teeth and try to not kill the poor guy off. Unless he didn’t bring me any Mountain Dew that day.
All kidding aside, though. As a DM, if you jump for joy (inside) when one of your players rolls a natural 1, maybe you don’t really have the best interest of your party at heart. And that boils down to being the DM’s fault. No, it’s not your fault he rolled a critical fail. But it is your fault if that makes you happy.
A “natural 1″ should not make your day as a DM. I wince just as hard as the players when they automatically fail, especially when it’s something that would have been cool to see in the game. Because they know as well as I do that there’s very little that I can do to soften the effects of a 1.
When it becomes less about the story and more about seeing your players fail (or lose, or even die), maybe you ought to hang up your dice and let someone else DM for a while.
Steve
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Originally Posted: Saturday, August 29, 2009, 02:20 AM PST [Dungeons & Dragons]