When the Dice Hate Them: Managing Player Failure as a Dungeon Master
We’ve all seen it at the table—the rogue fumbles three lockpicks in a row, the wizard can’t hit with a Firebolt to save their life, and the bard rolls back-to-back 1s on Persuasion. By the second or third failure, players start eyeing their dice like cursed relics. Someone mutters about buying new ones. Another blames the phase of the moon. And as the Dungeon Master, you're left wondering: is this just bad dice… or bad luck? And more importantly—what do you do about it?
Let’s talk about how to handle prolonged streaks of failure at your table, and how you can keep things feeling fair, fun, and dramatically satisfying even when the dice just won’t cooperate.
1. Dice Are Cruel, but Probability Isn’t Personal
First things first: random chance doesn’t care. Statistically, a streak of bad rolls is entirely possible—even inevitable—over the course of a campaign. But players are emotionally invested in their characters, and a long string of failures can feel like punishment. That’s when you, as the DM, step in as both referee and storyteller.
You don’t have to fudge rolls to “fix” luck, but you do have the power to shape how failure impacts the narrative.
2. Let Failure Drive the Story
Failure doesn’t have to mean a dead end. When a player botches a crucial roll, ask yourself: how can I turn this into an opportunity?
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Did the rogue fail to disarm the trap? Maybe the trap goes off… but it alerts a rival thief who now shows up mid-heist.
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Did the barbarian miss a crucial Athletics check to leap the chasm? Maybe they barely grab the ledge and now hang precariously as goblins close in.
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Did the diplomat’s persuasion fall flat? That’s a chance for the NPC to reveal hidden suspicions or a grudge the players didn’t know about.
Consistent failure can lead to complications, setbacks, or new plot threads—without shutting down momentum.
3. Use the “Fail Forward” Principle
Borrowed from indie RPG design, “failing forward” means progress still happens, but with a cost or twist. This is especially useful when failures are mounting and morale is dipping.
For example:
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“You don’t find the secret door, but you notice the dust has been disturbed nearby…”
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“Your lie doesn’t convince the guard—but it gets you brought before the captain instead, giving you a new opportunity.”
You’re not handing out success, you’re offering complications with momentum. This lets players feel like their choices still matter, even if the dice don’t cooperate.
4. Spotlight the Player, Not Just the Roll
If someone’s had a brutal string of failures, give them a moment that doesn’t hinge on chance.
Maybe the bard’s performance bombed, but an old friend in the crowd recognizes them and offers help. Or the ranger who missed five attack rolls finally gets to describe the perfect kill when they land one.
Let their character shine, even in small narrative beats. You’ll be amazed at how quickly a frustrated player can re-engage.
5. Don’t Be Afraid to Check In
Sometimes, consistent bad rolls become a joke at the table. Other times, they start to wear a player down. If you sense frustration building, check in between sessions. A simple, “Hey, I know your rolls have been rough—anything I can do to help make it more fun?” can go a long way.
6. Is It the Dice? Maybe…
Dice superstition is part of the game’s DNA. Players will swap out “cursed” dice mid-session, buy new sets, or even “punish” bad rollers by locking them in dice jails. It’s all in good fun—but it’s also a ritual that helps players feel some control in a chaotic system.
So let them blame the dice. Let them light a candle if they want. You don’t need to explain the math.
Final Thoughts
When your players are stuck in a rut of failures, it’s not your job to “fix” the dice—but you can fix the experience. With creative consequences, forward momentum, and a little empathy, even a night of terrible rolls can become a memorable chapter in your shared story.
After all, every great hero has to earn their victories—and sometimes that means crawling out of the pit of crit misses one roll at a time.
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