What to do for a player who doesn't roll any successes?
I play in four different games right now: Pathfinder, D&D 5th ed, Rift, and Shadowrun 5th ed. My partner also plays in these games, and been part of the gaming community for nearly thirty years. He can create characters for systems I've never ever heard of ("The Dark Eye"?), and loves talking tactics and feats. He's well-grounded in combat mechanics, but doesn't feel comfortable with heavy RP (which is entirely my bag, baby). We work well together: I'm the mouth, he's the mechanics, and we're both the brains.
His main problem is that his luck with dice is abysmal. It doesn't matter what kind of roll, or what kind of dice, or whether he needs to roll above or below the target number. In Rift, he's rolling in the 80-90% ranges. In Pathfinder and D&D, his d20 only goes to 5... or maybe 9, if the dice gods smile upon him. Hell, when we were in a FATE game, all we saw from him were minus signs. If he borrows other people's dice, it's the same result: failure after failure after failure. I know that it's everyone's turn in the bad luck bucket sometimes, but this is going on eight years of multi-session games, and it's been a constant source of hilarity and pain in equal measure. Now that he's running a weekly D&D game for our group, we're forcing reactions every round (what used to be called AoOs), just to watch his monsters miss us. The man cannot hit the broad side of a barn with these rolls. He accepts it with good grace, but every so often I'm starting to catch a snort of disgust or a look of disappointment when he looks at his rolls.
It's my turn in the GM seat when next we shift paradigms (aka we all get bored with the system and/or setting). I'm toying with the idea of changing the target number as a result of each attempt. Say he tries to hit a guy wearing armor:
Hapless: I swing at the bad guy with my sword! ...and roll a total of... seven.
GM: That doesn't get through his armor, but you ruffled his feathers. Something got bent or twisted with that strike. His armor is reduced by one point.
Hapless: At least it wasn't totally useless...
The idea is that the longer the fight goes on, the easier it gets to hit the other guy. As long as I apply it equally to both sides of the fight, this might be just what poor Hapless needs to not be so disappointed in his rolls. I can reduce armor, nick off damage bonuses ("You missed anything vital, but accidentally banged the thumb on his sword hand. It's not broken, but it hurts like hell and is starting to swell up. I'll take a point of damage off his next three strikes for this combat."), or negate dexterity bonuses as needed.
Is this reasonable, or am I mucking with a well-established system for no real gain? I just want to help him feel like he's contributing to the group's success with some successes of his own, instead of always watching everyone else use his tactics with better results. Thoughts?
TL/DR; player can't succeed at a roll. Ever. Would moving the goalposts be worth it?
Posted Jun 13, 2015, 6:46 AM UTC
Confirmation bias
Statistically it is improbable, but not impossible, that he is having a ridiculously long streak of bad luck.
Anyways, he could consider things where rolls are irrelevant if it makes him feel better. Magic Missile and Fireball both deal guaranteed damage (unless the target has evasion). Basically everything with save halves.