| The only thing that would have perhaps tipped them off would be if player A "hit" and player B "missed" [P.A. rolled a 10, P.B. rolled a 9] but because player A was say ... a rogue and player B was a fighter ... the fighter had a higher attack modifier. If the players pinned down what the monsters AC should be ... they'd notice that some of the time they are missing. Basically, the system speeds up play, but drawback is that it effectively causes player choices to be meaningless (in terms of building a character). It doesn't matter how you allocate skill points (other than "cannot be used untrained"). Weapon and armor choices don't matter, etc, etc, etc. All characters are effectively the same in terms of chances of hitting or being hit, etc ... |