What to do when one player misses every roll?
My session went reasonably well last night, except that one player missed every roll he made. We were playing a more narratively-based system, which was not this particular player's first preference, so I was trying to be mindful of keeping him engaged. He did in fact take the extra step of describing his attacks in some detail, which was good, but his poor rolls meant that he never actually connected, and the other players did the heavy lifting as far as the combat and every other skill roll were concerned. I did "fudge" the monster turns by drawing out the combat to give him more opportunities and took "inefficient" (but narratively plausible) monster turns make sure that he wasn't immediately KO'd, but the other players managed to dispatch the monster and get all of the other successes taken care of before he managed one good roll.
There was one opportunity I had to give him the spotlight to use his skills to uncover some information, but I think I may have mistakenly undermined myself by bringing in another character to share that work.
My awareness of this situation only really took form while reflecting on the session. That is to say, I knew that he was missing rolls as the session progressed, but it didn't really dawn on me until later that he had missed EVERY roll, and that he seemed to be getting more passive as the session went on. I suspect that his session-long string of failed rolls took the wind out of his sails, that he came out of the session feeling decidedly un-heroic and that he hadn't really contributed anything. This particular game or system wasn't his first choice in the first place, and the session (the second of this game) may have convinced him that this wasn't the game or system for him.
Next time I'll try to make more of an effort to give him some spotlight time not dependent on rolling for any successes.
What do other GMs do when one player seems cursed by the dice for the whole session?
Posted Mar 25, 2022, 3:24 PM UTC
Read up on "success at a cost" and "failing forward" in TTRPGs, it lets you make failures more interesting.
That pretty much sums it up. Failing an attack roll, especially in a narrative game, doesn't always mean a miss. The player can still hit and deal damage, but maybe they are hit in return. It keeps the character from looking like an incompetent fool just because a player forgot to pray to RNGsus
This is great! I can think now of ways I might have handled the big attack that he described in detail (and then missed by one on the die!). I'm kicking myself for not having done this! Next time!
Talk to him before you go that route. If he's already not thrilled with the system, it's very easy for fail forward to feel even more punishing than a traditional failure.
Ah, that's a good point.
If a player is describing actions in detail (depending on the system) You might want to consider throwing in "Stunt Bonuses" (borrowed from Exalted). You give a bonus of about 10-30% or so if the player describes things decently --> epically.