Rule: Roll for Anything

2 1 0
                                    

I think the funniest part of this rule is that I haven't even explained it to my players, but they basically started it

Once this rule has been adopted, players can roll for any action, even ones that wouldn't normally require a roll (for example: walking)

Of course, this means that nat 1s and Nat 20s are completely on the table, and you can fail to do a task you shouldn't be able to fail at.

So in my earlier example, setting a DC of 10 for walking (DCs are obviously up to the DM's discretion), my player R rolls to walk away from the other player V.

If he rolls less than ten, he trips and falls.

If he rolls higher than ten, he successfully walks away.

If he rolls a nat 1, he trips, falls, takes 1d4 of damage, rolls a couple feet, and does in fact make distance, but in the opposite direction he meant to go.

If he rolls a nat 20, he struts away with such glory that V takes 1d4 of damage and several girls faint at the sight of it.

Of course, players don't have to roll for everything, it's just a comedic option to make roleplay a little funnier if your players so choose.

Homebrew ConceptsWhere stories live. Discover now