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Host Quick Rolls

Sometimes a Host needs to quickly make a decision that isn't tied to a character's abilities or something the character would roll for. The Host is always free to make decisions at their discretion, especially when they think something just makes sense for the situation or the story. However, sometimes the Host may not want to be the arbiter of fate or may not have the capacity in the moment to give thought to certain details. In these situations, understanding and using "Quick Rolls" can be a helpful option to make decisions without slowing down the game.

Three Common Quick Rolls:

Decision Quick Rolls

This kind of Quick Roll uses 3d12 where only positive results (9-12) are considered and 12 giving an extra positive result as usual. One is good if you think an outcome is more likely. The other is good when either outcome is just as likely.

2 Outcomes - Skewed

  • 0-1 Positives = More Likely (≈ 2/3rds)
  • 2+ Positives = Less Likely (≈ 1/3rd)

3 Outcomes - Skewed

  • 0-1 Positives = More Likely (≈ 5/8th)
  • 2 Positives = Less Likely (≈ 2/8th)
  • 3+ Positives = Least Likely (≈ 1/8th)

2 Outcomes - Roughly Equal

  • 1-2 Positives
  • 0 or 3+ Positives

3 Outcomes - Roughly Equal

  • 0 Positives
  • 1 Positive
  • 2+ Positives

Examples

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

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

 

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.

image-1758262331746.jpg

 

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".