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Host Quick Rolls

Sometimes a Host needs to quickly make decisions about something in the story or circumstance that isn't related to a character and their abilities. e variety of topics that don't involve characters using one of their abilities, or are the result of a character having used an ability. Often times, a Host "Quick Roll" can be a useful option.

Direction Quick Rolls

When a direction is needed and you want it to be random, a d12 makes a wonderful tool. Think of it like a traditional clock face and treat the direction you as the Host are facing as 12 o'clock, as if you are reading that clock face. Roll a single d12 and you have 12 different directions at your fingertips quickly and easily.

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Distance Quick Rolls

For random distances, d12s can also be handy. Decide the maximum variance you want in the distance and roll d12s that could produce up to that distance in inches. 1"-12", 2"-24", 3"-36", or 4"-48". Roll the dice and add the results together.

If you have a minimum distance in mind, say, at least 12, then add the die result to that minimum. So at least 10" + 1d12 will give you 11"-22". 

Decision Quick Rolls

This kind of Quick Roll uses 3d12 where only positive results (9-12) are considered with 12 giving an extra positive results. Choose the Quick Roll that best suits your need.

2 Outcomes - Equal

  • 1-2 positives (≈ 50%)
  • 0 or 3+ positives (≈ 50%)

2 Outcomes - Skewed

  • 0-1 positives (≈ 65%)
  • 2+ positives (≈ 35%)

Examples

2 Outcomes - Equal

You are unsure if you should have an NPC stay with the players or leave them and you think the chances are equal. An equal outcome roll could be helpful to decide quickly.
Leave = Outcome 1
Stay = Outcome 2
9, 5, 3 = 1 positive result = the NPC offers to stay with the players

2 Outcomes - Skewed

An enemy NPC has been slightly influenced to share information with the players, but isn't strongly convinced. A skewed outcome roll could skew the chances toward sharing or not sharing, depending on which is more likely.
Withhold = Outcome 1
Share = Outcome 2
12, 7, 4 = 2 positive results = the enemy NPC shares the information

In situations where there are three outcomes needed, the following rolls could be helpful instead.

3 Outcomes - Equal

  • 0 positives (≈ 33%)
  • 1 positive (≈ 33%)
  • 2+ positives (≈33%)

3 Outcomes - Skewed

  • 0-1 positives (≈ 65%)
  • 2 positives (≈ 25%)
  • 3+ positives (≈ 10%)