The “Sheer Dumb Luck” Table

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Sometimes the tools you use the most are the simplest ones. This is one of the simplest things in my arsenal when I run a role-playing game, but I use it all the time.

Your players will often ask you questions that you didn’t think of ahead of time. Is the guard wearing gloves? Are there any pine cones lying around? Does this planet have any beryllium deposits near the surface?

Of course, if it matters to the adventure whether or not the guard is wearing gloves, then you have your answer and you go with it, but often either yes or no will do, you just have to pick one. It can be exhausting to always be having to decide, so you can just flip a coin, but not everything in the world is a fifty-fifty chance. If you’ve already established that it’s a cold night, the chances that the guard is wearing gloves are pretty high.

That’s where the table comes in, which, in honor of my favorite Harry Potter character, I have dubbed: The “Sheer Dumb Luck” table.

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Simply pick the descriptor on the list that sounds right for whatever your players asked and roll 3d6. Is the guard wearing gloves? Very likely. Are there any pine cones? Somewhat likely. Any beryllium? Virtually impossible. If you roll equal to or under the number given, the answer is yes. If higher, no.

  • 4–Virtually impossible
  • 6–Very unlikely
  • 8–Unlikely
  • 10–Fifty/fifty
  • 11–Somewhat likely
  • 12–Likely
  • 14–Very likely
  • 15–Virtually certain

And the best thing about this table: sometimes, once you’ve rolled, you realize that the opposite answer is actually better. One way or another, you’ve answered the question and the adventure can keep rolling.

Like everything, it’s a tool, not a rule. Not everyone likes to leave as much up to chance in an adventure as I do. Use it if it helps, ignore it if it doesn’t.

Images: Books and dice by Erik Jensen; “Five points…” via rosereturns.tumblr.com

Of Dice and Dragons is an occasional feature about games and gaming.

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