More on Last Minute Rolls!
A while ago, I wrote a post on my style of waiting till the Last Minute on skill rolls. It was one of my more popular posts, so I thought I would give more examples of how I use it in game play.
Last week, I GMed two different groups in 5e D&D. Both were 1-shots with the hope of starting a new campaign. Both of the stories were in the same area, using the same themes, and involved a lot of Gnolls.
During play, they would often need to make SURVIVAL rolls. While on occasion, I would have a roll made by the Ranger just to see how well they were navigating the wilderness, most of the rolls I waited until something was going to happen. One failed roll told them they were lost and had traveled a day on the wrong trail.
Another roll was to avoid an encounter while they were taking a long rest. I didn’t have them roll to find a good camping spot, that was a given. But in the middle of the long rest, they rolled to dodge a Gnoll patrol.
The best example of the Last Minute roll that jumps out to me was a STEALTH check one of the players needed to make. They were at the base of some ruins where a Gnoll Shaman had made her hideout. The Paladin wanted to climb up from the dry moat and do some scouting.
Since they had debated in Real Time for a while on this plan, I wanted the Paladin to succeed in getting the information. Seriously, sometimes PCs are so timid it gets tiring. Anyhow, he wanted to see what was in the ruin’s courtyard before traveling up the road.
So I just allowed it. It was a win-win as player and GM. Since I view the PCs as Heroes and not Clowns, I let a lot of actions happen. He climbed up some stones and peeked around the fallen tower to get a look into the courtyard. There he saw the Shaman and some Kolbolts. He got the information he needed and then wanted to return to the party.
Now for the rolls!
See before, if I had him roll to climb and sneak about failure would have stopped the story. And there would have been no good consequences. If he had failed either the ATHLETICISM or STEALTH rolls it would have been a lose-lose. They still would have been stuck on what to do, and nothing interesting would have happened from a failed roll. Sure I could always go for some cheap laugh and have him fall or split his pants like some GM, but that is not my style. That is the PCs are Clowns style.
But now, while he is trying to stealth away, a roll is all sorts of win. In this case, he failed his stealth roll. I had several of the Kolbolts run at him.
He now had to hurry down the rocks, making for a more interesting ATHLETICISM roll. He did well on this roll, so escaped. I let the Kolbolts throw rocks. In the end, he took 2 damage from a stone. But now there was some tension. Dice were rolling. He was concern. There could have been dire consequences for him.
Now that they knew what was going on, they decided to go for a frontal attack. This strategy meant they would have to go up the raised road. Halfway up, the Kolbolts had their battleground picked.
The Paladin asked to check for traps. I told him it was all clear. I later told him that “checking for traps” was a meaningless statement in my game.
He then charged forward to attack. Guess what, it was a trap! I had him make an INVESTIGATION roll as he closed the distance. He made the roll, so I gave him Advantage to dodge the boulders the Kolbolts push down on him.
At one point in the story, they found some fishing traps left by some Barbarian Elves. The elves had decided to attack them. Instead of making rolls to see if they saw them sneaking up, I waited until the last moment. Then I gave PERCEPTION roll to prevent surprise. This type of Last Minute roll is normal by GM everywhere. But often they will add an earlier roll to spot them sneaking up in the first place. I often remove this rollout because it will often create meta.
As I plan out the next session, I look at how I am going to handle expected rolls.
Obviously, nothing goes as planned. But even so, I all the time am looking at the framing to get the roll at the Last Minute.
They will need to make a sacrifice to an angry god. I will just assume they will have an idea of how to do it without a Religion roll. But once they make the sacrifice, then have a RELIGION roll to see if it was correct. The first roll a lot of GMs give, prevents the roll with consequences. Allow the characters to make assumptions!
They are going to find some mirrors that give some knowledge. Instead of having rolls to understand it, I am going to tell them they do so. But then while using it, then comes the ARCANE roll. But on a bad roll, it will go directly to Death Saves. I will give Advantage to the Death Saves so the chance of dying will be slim to none. Sounds harsh, right! Story tension. Three Death Saves with Advantage is less than 2% of death.
They will come upon a puzzle trap. Once of the Hero has already found some clues in an old scrolls to disarm it. I will tell him that once he read the scrolls, disarming is easy. But after disarming it, and then opening the seal, I will have him roll to succeed on the Disarm roll (with Advantage). Not a roll before he opens to see if he succeeds, but after opening. See the different?
I plan for them to take a raft across a short waterway, only to have it become a dangerous trip in the middle. I will skip all rolls until it becomes dangerous. On a bad roll, they will have to jump to some stones. I plan to have these jumps not need a roll. But later they will have to jump off the stones to safety. These will require rolls.
Lastly, they will get into a fight with a living and dangerous statue. I plan for only then will they make the PERSUASION roll. I think I will wait until the creature is at half damage. So they will say, I try to Persuade it. I will get how, some role-playing, then it attacks. Once they do 25 damage to it, I will then have the Persuasion roll made. If successful, it will stop fighting. I do not do this with all NPCs, but in this case, I already know how it will go down.
I guess, one thing I do different that many GMs is I assume competence and the belief of competence in the Heroes.