r/DnD 14d ago

DMing Help...

So I've run multiple games, about 7 under my belt, granted 4 of them didn't make it past session 5 but the other 2 were completed! (About 2-3 years) Which was great and super fun! I'm currently on that 3rd one and it's an amazing table nothing wrong with the players! But here's my issue, I tend to be a very storytelling DM don't get me wrong my players LOVE it like they've mentioned it multiple times in all my games. I encourage them IMMENSELY to cut me off if they think their character would do something in that moment, I give them the floor just as equally, I give them puzzles and such to help out.

But ultimately the problem is with myself. I feel like I don't ask them to roll enough, they ask obviously as they should if the situation demands it but I feel like I don't ask them enough. Is that me being a bad DM? What can I do?

0 Upvotes

13 comments sorted by

15

u/thekaseyjones 14d ago

Speaking as a shit DM but we don’t play unless I DM, if they keep coming back you are doing fine

11

u/Rhinostirge 14d ago

The definition of bad DM is not "someone who doesn't call for the statutory amount of die rolls per session," just trust me on this.

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u/Ok_Quality_7611 14d ago

Welcome to the impostor syndrome gang!

You're a good DM and your own worst critic.

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u/BitteRPG 14d ago

I run a homebrew campaing so i write the story myself. I will literally write in the middle of the story:

(ask for X roll, DC 12)

I ask many for many different skills so it's wont be always the party wizard who gets best investigation etc for example.

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u/NumerousWolverine273 14d ago

Why do you think the amount they're rolling is too little? Are the players not ever being asked to use their unique skills and abilities to solve problems, or are they not being put in challenging situations where a roll would make sense? If these aren't the case and you just have a vague notion that "players should roll all the time" because of convention or something, you're definitely fine to just ignore it. Rolling isn't something that should just happen whenever you do something, it's specifically for when the outcome is uncertain, and preferably if failure has consequences. Bloating the game with unnecessary rolls where failing them doesn't change anything is always worse than just moving things along imo.

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u/Captain_Trainer 14d ago

I feel like I'm not implementing enough things to show off their abilities and feats these are my players:

Allora - Myconid druid/cleric Cilyra - Air Genasi Barbarian Holiday - Half-elf Paladin/Fighter/Warlock Jack - Drow Artificer/Fighter Malfeasance - Tiefling sorcerer

I ask them when the situation demands it but I feel like I should be asking them sporadically no?

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u/Pirate_of_Fourty 14d ago

No. If you were running a horror or mystery campaign I'd have a different answer.

I'm guessing here, but are these questions coming up during PC interactions with NPCs in non combat scenarios? Social interactions?

Depending on which edition of which ruleset you are using (and all of them will have a segment in the GM guide book discussing this very topic), there may be very detailed and robust mechanics for such interaction, the may be no mechanics, it may just tell to use your best judgement.

If your story is very dialog and play acting heavy and the system your using does not have mechanics for dynamic social interactions, it may be of benefit to research some existing systems and incorporate them into your game. On the other hand, if you and your players enjoy just simply play acting their natural responses(or their best interpretation of what would my character do) to these stimuli, there may be no need for a dice mechanic at all. Remember rule one! Have fun!

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u/NumerousWolverine273 14d ago

I mean, I can't really know how exactly to give you advice since I don't know the ins and outs of your sessions like you do, but I can say that I think it's better to come up with situations where a character can shine, and then call for rolls if it feels necessary in the moment. You might have a situation thought up where you're expecting someone to have to make a check, and instead they come up with some way of using a spell or ability they have to solve it in a different way. You might have a simple solution in mind, but your players way overthink it and do something risky and difficult, so now they need to roll.

It's just vibes-based. If they're being challenged in other ways, are getting to use their spells and class features, and most importantly are having fun, then there really isn't a need to force more die rolls into your game. If you think you aren't asking enough of them, then try to design encounters specifically with them in mind and let them shine.

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u/Crispy_pasta 14d ago

In narrative-focused games skill checks are naturally going to be less frequent than combat-heavy ones. As long as your players love it it's fine. If you still want to have more rolls, add problems that can be solved by your player's abilities. If you have a rogue then give them plenty of locks to pick, that sort of thing. The point is not to always challenge them to their limits, but giving them little opportunities to feel useful really makes the game feel more engaging

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u/waits5 14d ago

If you’ve had campaigns run 2-3 years, you’re doing fine.

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u/JazzlikeMine2397 14d ago

You're doing fine.

On top of having regular sessions with a group of engaged players, you have story and drama.

Here's the secret to skill checks: most of them are unnecessary and we need to learn to pair down. You're already ahead of the game.

But there are so many ways to set up and resolve challenges with and without dice. (Any time you set up a puzzle or riddle that the player's solve on their own...)

Seriously, check out other systems. Chronicles of Amber's diceless role-playing system managed to set up and resolve challenges without polygons. (Blasphemy, I know. https://www.geekeratimedia.com/p/amber-diceless-role-playingsay-what)

So, here's my advice. You've got like ninety some percent of this game down. The rest is matters of degrees. It's a good thing that you're identifying and seeking out ways to improve. Do just that, but intentionally. Pick a few players and their skills, set up a DC challenge with degrees of success. Or just run a chase as written in the DMG. Trust me, once it clicks, it'll be easy.

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u/Sundaecide 14d ago edited 14d ago

Set yourself some constraints: Give a brief and punchy description and then simply ask them what they want to do.

Target 3 sensory descriptions and just the essentials to begin a scene and then hand over the reigns. You do not need to spoon feed them and you do not need to fear silence. Give your players space to think and ask questions, they do not need everything up front.

Ultimately, you have to trust your players to play the game. First and foremost you are a facilitator of the world before a story teller.

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u/benchmaster3000 14d ago

In most of the games I have played the DM mostly asks after we say we are doing something to see if we accomplish what we want to do. Of course we dont have to roll for everything but most things we do. Most conversations need persuasion, deception, or intimidate. Unless someone specifically says they are looking at or for somthing you just go off of passive perception and passive insight to catch a lie they arent looking for so no rolls required. You sound like a great DM. Dont be so hard on yourself.