As a Dungeon Master, you may need to do a lot of rolling. As the
group gets bigger, the more rolling the Dungeon Master will find
themselves doing. In D&D 5th edition, this is also
true as the party levels up (there aren't that many high level
enemies so instead larger groups of enemies are needed to challenge
the players). In order to help deal with this, I will provide a few
ways to reduce the total number of rolls. It will be mostly focused
on D&D, though the basic principles can be applied to other
tabletop RPGs as well. Most of it will be already known to older
players, but I hope it helps.
Don't Go Overboard
If the Dungeon Master goes overboard with reducing the amount of
rolls, the game might start to feel too deterministic. It's also
important to remember that the goal here is to reduce the rolling in
order to keep the game flowing at a pace that is still interesting
for the players. The players can handle their own rolls and should be
allowed to roll for actions that they take.
Reducing Combat Rolls
D&D 5th edition has the average damage and health
provided for their creatures. Simply using these values will allow
the Dungeon Master to greatly speed up combat, since they will only
need to roll to see if the creature hits (you need to leave some
randomness). Combat may feel a bit less dangerous for players, since
they will expect certain damage from their enemies (some groups may
prefer the reduction in randomness) and the enemies themselves will
feel less diverse compared to if health was rolled.
Where it gets a little trickier is initiative. You don't want to
completely remove rolling for initiative and take the average because
doing so would make combat less tactical. For this kind of situation,
I've seen two main ways being used. The first is to break off similar
enemies into smaller groups (if there are 8 goblins, you can break
them up into 4 groups of 2 or 2 groups of 4) and roll for those
groups (this also works for stealth and surprise). Doing so reduces
randomness a bit and should really be employed when there starts to
be a lot of enemies in a combat encounter. It's also perfectly
balanced when the players are also acting as groups (as I outlined
here). To make the scene more climactic and to keep things going
faster, I've seen Dungeon Masters move multiple characters at once.
While this speeds things up, it's also important to try and avoid
doing things that couldn't be done if you used turns instead.
Pre-Rolling and Out of Combat
When not in combat, it can be tempting to try and reduce rolls as
well. The issue is that often times doing so causes strange results.
Stealth, for example, is made against the passive perception of
characters. If you remove this roll and use the average values, we
end up with the same issues as when we looked at combat (we removed
too much randomness). In such a case, it may be beneficial to do
rolling before the game and keep a note of it. Doing so has a few
advantages. First, it prevents meta-gaming since players don't know
the roll has been done. Second, when done during preparation, it
makes the actual running of the adventure easier and allows the
Dungeon Master to focus more on the role-playing. The down side is
that it can sometimes cut down on the suspense and if your players
aren't aware of it, may think that the Dungeon Master made the
decisions when in reality it was the dice. It can also make some
moments less suspenseful, since players won't be waiting in
anticipation to see what the dice say. Naturally, it can also only be
applied to things that were foreseen or planned. The Dungeon Master
should not be too attached to the rolling he did previously to
prevent railroading.
Situations where this can be done to great effect are:
- Rolling health (you can keep an array of values for each creature you are going to use for that week)
- Deciding if a creature will be seen by party members (the value will then be used for active checks)
- Deciding if a player will notice a lie (the value will then be used for active checks)
- Deciding if a character will succeed on a skill check (sometimes I find myself making adventures where the bad guys have their own skill checks in order to allow for more outcomes, especially if I like it enough to run with a different group)