Die Rolling Rules

Rules for Saving Throws



The following procedure may be used when the GM wishes to prevent the players from automatically knowing, or assuming, that their character just made or missed a resistance check/saving throw. When the player rolls his or her resistance roll (saving throw, skill check, ability check, etc.); the GM should also roll a d20. The chart below is then consulted to determine the outcome. The GM should inform the player whenever this procedure is being used. When absolutely necessary, the GM should explain the procedure, and the reason for it's use. The GM should stress that the main reason for the mixed chart is to prevent players from automatically knowing whether they have failed their resistance check. In some instances the symptoms/effects of a failed resistance check are not immediately evident.

    Player d20 > GM d20 Result is read normal. Roll # needed or > to save.    
    Player d20 = GM d20 Result is mixed. If GM's roll is even #, the result is read normally. If the GM's roll is an odd #, the result is read reversed.    
    Player d20 < GM d20 Result is read reversed. Roll 21 - # needed or < to save.    
    (Of course if the resistance checks you use are based on a % range instead of a d20 range you must replace the d20 references with d100/%'s as appropriate.)    

Modifiers are added to the players saving throw/resistance check in the event that the players d20 is higher, and the players modifier is subtracted from the saving throw if the players d20 is lower than the GM's d20.


This simple rule should clear up any questions concerning who rolls what rolls, and when. As a GM I get pretty tired of those players who honestly think that they are in charge, that they can do whatever they want. Some even think that the GM will ignore their blatant cheating. If your have one of these perpetual die cheaters in your campaign then the rule below should set them straight. THE GM MAKES ALL DIE ROLLS UNLESS OTHERWISE STATED.

It is entirely up to the GM as to who will make what die rolls and when. One does not roll unless the GM knows that you are about to roll, and what you are rolling for. If you make a die roll and the GM says "Stop! don't touch that die!" Then don't touch the die. The DM may inspect the dice or die rolls at any time. If; on the other hand, you should decide to touch the die after the GM says not to. Then that roll is forfeit and you will be assumed to have rolled the least favorable result (i.e. 1). This could prove dangerous. However, if you hadn't touched the die in the first place, the roll would have been what ever you rolled. Rather than the least favorable result. The GM may however, decide that the roll is a 2 instead. Or perhaps if he is feeling extremely generous, he may even allow you to re-roll. In like fashion, the Players are allowed to see the GM's rolls at certain times. When the GM rolls to check for a critical hit against a Character, it is suggested that the GM let one of the players see the die roll(s).

These rules (GM's prerogative rules) are to be enforced at the GM's discretion, and the GM's discretion only. Failure on the GM's part to enforce part or whole of these rules, in no way nullifies the precedence of these rules. Under no circumstances should a Player dictate when, who, or what dice are to be rolled.


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Author: Robert L. Vaessen e-mail: robert robsworld org
Last Updated:

This page has been accessed times since 29 Jul 1998.