The Yes, And… Roll
A d6 tool for unexpected twists at the table
I find the games I have the most fun running as a GM are the ones where I don’t know what’s going to happen next.
I love when players make choices that push the story in a strange direction my puny brain never expected.
But then a player asks:
“Can I try this?”
And I honestly don’t know what happens next.
My usual solution is a simple luck roll:
1–3: Something bad happens.
4–6: Something good happens.
Quick. Easy. Done.
But sometimes “good” or “bad” just isn’t enough.
Sometimes the story needs a twist.
That’s where the Yes, And… Roll comes in.
Using the Yes, and… Roll
Inspired by my time doing improv at Second City, this d6 uses the improv idea of accepting what happens and building on it.
Roll the die:
1 — No, and…
You fail, and the situation gets worse.
2 — No
You fail.
3 — No, but…
You fail, but gain a small advantage.
4 — Yes, but…
You succeed, but at a cost.
5 — Yes
You succeed.
6 — Yes, and…
You succeed and gain an extra benefit.
That’s it.
No modifiers.
No extra rules.
Just roll, interpret the result, and keep the story moving.
The question changes from:
“Did it work?”
to:
“What happens next?”
Download The Yes, and… Roll Table Now
Download the free reference card, put it next to your dice, and give it a try at your table tonight.
Sometimes the best rules aren’t the ones that tell you what happens.
They’re the ones that help you discover what happens.
Want in? Just hit the button.
Subscribe for Free or toss a coin to your chaotic uncle—either way, you get the goods.
Rules are optional. This part isn’t.
Embrace the Chaos.



This is great. I use a similar technique when players ask whether something is or isn't the case and skill would have no bearing on it (like "are there any guards by that window").