God roll?


Homebrew and House Rules


any body have this rule or know of any concrete page number that corresponds. in my role playing tradition we allow one of the divine classes if about to die or bleed out to make a god roll where they have to roll a d100 and they have a percent that corresponds to there level ie level 6 you have a 6% chance to live usually if they make it they get a bunch of special stuff a magic weapon or they change alignment or get a special info about the campaign. is this normal or written anywhere? or is it just a homebrew rule that has been passed down?


I don't remember ever hearing of this rule.


Sounds like a homebrew.


Kryzbyn wrote:
Sounds like a homebrew.

could it be from Ad&d My original dm was way old school

Liberty's Edge

I don't recall it from AD&D, but I was never that heavily invested in 2nd edition and I quit playing it shortly before 3rd came out so my memory is questionable at best.


Lobolusk wrote:
Kryzbyn wrote:
Sounds like a homebrew.
could it be from Ad&d My original dm was way old school

I'm so old school we used to use clay tablets.

I've played every version of D&D from the original white box up to and including fourth edition. Looks around ashamed.

I've never heard of such a rule.


Some call me Tim wrote:
Lobolusk wrote:
Kryzbyn wrote:
Sounds like a homebrew.
could it be from Ad&d My original dm was way old school

I'm so old school we used to use clay tablets.

I've played every version of D&D from the original white box up to and including fourth edition. Looks around ashamed.

I've never heard of such a rule.

that is so strange when i started a new campaign with people i had never met before when i mentioned it they had all heard of it.

let me clarify it is a roll to see if your god will help you.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

I know with my gaming group (I sadly not of the old school variety, but the people who have been gaming together since before I was born probably qualify) they have 'maybe' percentile rolls.

I think it might be a holdover from when they played Rolemaster, since it goes along with the open-ended high for 96% and above and open-ended low for 5% down.

It also tags special roles of something happening - for example 66% followed by a 6 on a d10 is unholy, 33% followed by a 3 on a d10 is very holy, and then depending on who is running other triple numbers mean something.


I think Chaosium had something like this.........believe it was called Elan' or something. Of course I have a mind of a goldfish so....

Liberty's Edge

I use someting similar in my home campaign. I let the player character pray to his/her diety with a chance of success ranging from 1% downward, dependent upon the specific prayer and the amount of prayers the character has previously used. Characters who are atheists do not get this extra boon. Just as with wishing, be careful of what you pray for. This is a full round action


I think what you are looking for was called Divine Intervention. I can't recall if it was an actual printed optional rule or just a houserule.


I have read about it. Not necessarily a core rule in any of the systems (and haven't read it in any PF or D&D 3e book), might have been in Complete Priest or something like it.


Valandil Ancalime wrote:
I think what you are looking for was called Divine Intervention. I can't recall if it was an actual printed optional rule or just a houserule.

that sounds about right any body know the history? of said rule?


I seem to recall divine intervention rules in first edition Dieties and Demigods...

Shadow Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

>Raises hand<

I have players, and a lot of people here in town, who know about it. Every game I run I have people asking me about if god rolls are allowed. I've been told it's an archaic rule from earlier editions.

Pretty much, once per game a player can make a god roll. Before they roll they name a number between 1-20, or 1-100 (apparently this is the old school way of doing it). If the number comes up on the their diety intervenes on their behalf. Smiting an enemy out right, succeeding in whatever task is front of them, ect.


that sounds about right any body know the history? of said rule?

Pulling out my 1st Edition DMG, there is a small section on Intervention By Deities. While its not really a rule, it does give an example guideline if DMs wanted to use Divine Intervention. The Basic 'rule' was a 10% chance of a creature being sent to the character's aid the first time the character called (with 00 meaning the God himself came). Each time the character was sucessful in calling for Divine Aid, the chance for sucess went down by 5%. There are some other modifiers such as how closely the character was following his alignment and if the mission was directly to the benefit ofthe god.


Lazaro wrote:

>Raises hand<

I have players, and a lot of people here in town, who know about it. Every game I run I have people asking me about if god rolls are allowed. I've been told it's an archaic rule from earlier editions.

Pretty much, once per game a player can make a god roll. Before they roll they name a number between 1-20, or 1-100 (apparently this is the old school way of doing it). If the number comes up on the their diety intervenes on their behalf. Smiting an enemy out right, succeeding in whatever task is front of them, ect.

i use it has a hail mary it is not every character can make one and it usually occurs when one is dying or crushed by a giant boulder surrounded by a horde of goblins kinda situation


I've seen this homebrew rule from way back in 1e days. It was homebrew, but it was common.


I have a variant rule

I have this d10000. Every time the players get a crit threat (doesn't have to be confirmed). If it comes up all zeros, Proteans show up and kill the characters.

It's that bit of random dread that makes the game so interesting. At least for me.


I like that! 'course, if the players know, they're gonna tend more towards high-multiplier low-range crit weapons. Haha.

Liberty's Edge

The Al Qadim campaign guide from FR 2nd Ed specifically mentions a roll for calling upon "Fate" to intervene on the players' behalf. I don't have my copy anymore but, as I remember it, every player may, whenever the DM deems appropriate, call upon Fate to grant them aid in a time of great need. Fate would only intervene on a roll of 01 on a d% roll and the type of intervention was left solely to the DM. The example given was something like letting an unarmed player find a dagger in a pile of hay while being pursued by some guards.

I used this rule when I ran adventures in Al Qadim because Fate was such a huge part of the campaign, but I haven't used anything like it since. If I did, I'd let all my players know that direct intervention by the powers that be goes both ways. Maybe on a 00% the gods actually make things harder for the players or, perhaps, every bad guy from the mightiest dragon to the lowliest goblin can call upon fate to snatch victory away from the players with the right amount of luck.


Same rule in the game I grew up in: if you are dying, you roll your level as a % and if you succeed, the gods will send help. This was in Arkansas. Could it be a regional thing? Maybe bible belt DnDers have their own traditions....


rando1000 wrote:
I've seen this homebrew rule from way back in 1e days. It was homebrew, but it was common.

+1

First I saw this was in my very first D&D game back in 1979 where another players Paladin did it to save the party when some dragons showed up. Ref said he has a 5% chance and rolled a 2%, removing the whole party back to town.

That was the origin of one of my favorite all time D&D quotes:
DM: "You enter a 10' x 10' room. In each corner is a Huge Ancient Red Dragon.
Paladin: "GODCALL!"

We were level 1. Yes, that actually happened. Ah the good old days...

But yes it was definately a homebrew rule, suggested at by obscure text in the original DMG, but was a very common one in my experience.


i had a dm for first edition that used to use it i always thought it was a house rule as well hmm guess not.


Dungeon Master's Guide 1st Edition page 111 has rules for INTERVENTION BY DEITIES (that's the actual title of the section.


Prawn wrote:
Same rule in the game I grew up in: if you are dying, you roll your level as a % and if you succeed, the gods will send help. This was in Arkansas. Could it be a regional thing? Maybe bible belt DnDers have their own traditions....

I was in the middle of Illinois, so if it was regional it spread pretty far.


Bob_Loblaw wrote:
Dungeon Master's Guide 1st Edition page 111 has rules for INTERVENTION BY DEITIES (that's the actual title of the section.

Sweet I'll have to check that out! Are the rules presented similar to what's being cited here?


rando1000 wrote:
Bob_Loblaw wrote:
Dungeon Master's Guide 1st Edition page 111 has rules for INTERVENTION BY DEITIES (that's the actual title of the section.
Sweet I'll have to check that out! Are the rules presented similar to what's being cited here?

Similar. There is a base value then a small table with some additional modifiers.


Gilfalas wrote:


DM: "You enter a 10' x 10' room. In each corner is a Huge Ancient Red Dragon.
Paladin: "GODCALL!"

I'm pretty sure in a 10 x 10 room, the Huge dragon IS the room!


There were some notes in the 1E Legends and Lore/Deities and Demigods book too, p.8-9.

Silver Crusade

Dragons playing sardines?


rando1000 wrote:
Gilfalas wrote:


DM: "You enter a 10' x 10' room. In each corner is a Huge Ancient Red Dragon.
Paladin: "GODCALL!"
I'm pretty sure in a 10 x 10 room, the Huge dragon IS the room!

The point here is that there were 4 dragons in the room. One in each corner.

Hence why I find this quote priceless. The stuff a 13 year old GM comes up with...


My DM has had rule since I have known him(since back in the days of 2nd ed) for what are called God Shots which he still uses to this day. It is actualy pretty cool...I'll see if I can dig it up in his house rules and copy paste it to here.


The old 1st ed Deities & Demigods book states:

Deities usually send an intermediary creature (angel, demon, holy cow, whatever) to assist when they do intervene.

"...Spur of the moment intervention can be handled as follows:

If the character beseeching help has been exemplary in faithfullness, then allow a straight 10% chance that some creature will be set to his or her aid. If this is the first time the character has asked for (not recieved) help. If 00 is rolled, there is a percentage chance equal to the characters level of experience that the deity itself will come."

It goes on the add the following modifiers:

"Each previous intervention on behalf of the character -5%
Alignment behavior only average -5%
Alignment behavior borderline -10%
Direct confrontation with another deity required by the situation -10%
Character opposing forces of diametrically opposed alignment + 10%
Character serving deity proximately (through direct instruction or by means of an intermediary + 25%"

after that it goes on to state that this intervention chance is only for the prime material plane, and if the character is on another plane, then he is probably S.O.L.

Hope this helps.


We referred to it as a God Call as well in my 1ed group. We kept it around in 2ed as well.


Nothing on the roll for said call/intervention, but there is a section on Divine Intervention in the 3rd ed book 'Defenders of the faith'.

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