D&D 5E Players Self-Assigning Rolls

Charlaquin

Goblin Queen (She/Her/Hers)
So i guess in your games the players are not very clear or on the same page as what different skills do?

In my game we tend to be on the same page, after everyone gets their feet wet, so to speak. Folks don't mistake arcana and insight, for instance.

if they are unsure, they ask.

My players being on the same page as me regarding what checks are made when is not something I find desirable or conducive to my DMing process. It’s not their job to think about what skill is needed to accomplish their desired results, their job is to communicate what their desired results are and what their character does to try to accomplish it.
 

log in or register to remove this ad

gotcha but then let me ask - why does this hold such a place of importance or help your game with skill checks but be not appropriate for combat?

Read the article that I've linked to in the OP (am I using the OP term right? kinda new... sorry). The author outlines several reasons why self-assigned skill rolls are not good for the experience of everyone at the table. If you disagree with some of the points he makes, I'd be interested in hearing why.

Meanwhile, combat is pretty straight forward in comparison to skill checks. "I try to hit this orc with my axe/spear/fist/shocking grasp". Player rolls to hit (and ideally damage at the same time) and I let them know if it succeeded. Done. I don't need to tell them to roll. It is obvious.
Yes, combat can be more complex, too, if the player wants it to be. They can be colorful with how they describe the attack. If they want to try some crazy back-flip before hitting something, then the skills come into play and I can let it happen or if I see some potential consequences to failing, I'll tell them to roll.
 

5ekyu

Hero
My players being on the same page as me regarding what checks are made when is not something I find desirable or conducive to my DMing process. It’s not their job to think about what skill is needed to accomplish their desired results, their job is to communicate what their desired results are and what their character does to try to accomplish it.
Ok... Well definitely we are on different processes.

For my games, since players make choices about what their character is, who they are, what they are good at etc etc etc i find the idea that them and me being on the same page as to what tasks specific choices will promote or detriment is crucial for them getting the character in their mind, the character on the page and the character in play to all be the same or very very close.

If they wanted a good pickpocket, dumped scores into sleight of hand, dex, feats whatever including class subclass choices only to be told i did it "on another page" when in play (not as a rare exception) i know they would not be happy to find that out that way.

Sent from my VS995 using EN World mobile app
 

Charlaquin

Goblin Queen (She/Her/Hers)
Ok... Well definitely we are on different processes.
Well, yes, since you allow your players to tell you when they want to make checks. I have the players describe actions in terms of what their character is trying to achieve and how, then I determine if a check is necessary to resolve that action. If it is, I will ask them to make a check using the appropriate Attribute, and mention any Skill or Tool Proficiencies that apply. At this point, I will allow a player to suggest a Skill or Tool Proficiency that they think might be relevant, but I make the final decision as to whether or not the suggested Proficiency will apply.

Players attempting to initiate a check disrupts this process. It assumes that their desired action has a reasonable chance of success, a reasonable chance of failure, a consequence for failure, and it assumes what Attribute governs the action and usually that a particular Proficiency applies. All of these are things that I as DM need to determine based on what the player describes the character doing in the world to try to achieve their desired results (which more often than not, players neglect to do when they try to initiate checks), along with contextual information that the player may or may not know.

For my games, since players make choices about what their character is, who they are, what they are good at etc etc etc i find the idea that them and me being on the same page as to what tasks specific choices will promote or detriment is crucial for them getting the character in their mind, the character on the page and the character in play to all be the same or very very close.
This is a pretty different issue. Yeah, players need to know what the Attributes and Skills do in order to make informed character building choices. But that's not what we were talking about; we were talking about characters initiating their own

If they wanted a good pickpocket, dumped scores into sleight of hand, dex, feats whatever including class subclass choices only to be told i did it "on another page" when in play (not as a rare exception) i know they would not be happy to find that out that way.
I don't understand what you mean by the bolded part.

If a player wants to make a character who is good at picking pockets, yeah, they should prioritize high Dexterity, take the Sleight of Hand skill, etc. Then, in play, if they want to try to pick someone's pocket, they describe their character's in-world actions accordingly. "I go up to a guy at the bar and try to grab his purse without him noticing." Then I'll determine if he needs to make a roll to do that thing, and if he does, I'll ask him to make a Dexterity (Sleight of Hand) check. But if he just says, "I make a Sleight of Hand check on that guy. I got a 19." My reaction is going to be to tell him to slow down, tell me what his character is actually doing, and that I'll ask him for a roll when and if I think a roll is necessary to determine the results.
 
Last edited:

5ekyu

Hero
Read the article that I've linked to in the OP (am I using the OP term right? kinda new... sorry). The author outlines several reasons why self-assigned skill rolls are not good for the experience of everyone at the table. If you disagree with some of the points he makes, I'd be interested in hearing why.

Meanwhile, combat is pretty straight forward in comparison to skill checks. "I try to hit this orc with my axe/spear/fist/shocking grasp". Player rolls to hit (and ideally damage at the same time) and I let them know if it succeeded. Done. I don't need to tell them to roll. It is obvious.
Yes, combat can be more complex, too, if the player wants it to be. They can be colorful with how they describe the attack. If they want to try some crazy back-flip before hitting something, then the skills come into play and I can let it happen or if I see some potential consequences to failing, I'll tell them to roll.

Really you want me to review blog blah blah??

Ok sure...

Starts with three examples chosen to illuminate the case, great cuz they are slam dunks.

Arcana vs knowledge of named group shown in a painting: If in his campaign he has allowed arcana rolls for "knowledge about groups who do magic" then there is nothing wrong with this depiction of a player using a skill in a way it has been used before. The answer may be nothing or something or a lot... depending on the related difficulty. if however, in his campaign he has established "history" as the sole means of checks for knowledge about groups, then the answer would be whatever kind of info arcana skill can provide like maybe... " the ones shown have dramatic sigils on their robes and visible auras shown which match up mostly with evocation effects, so from the images your knowledge of the arcane runes and spell effects seems to tell you the ones shown focus a lot on those kinds of talents, or did here in this picture." this assumes in that campaign arcana would be the skill used to identify runes and signs of types of magic, of course. history results give you ABC. Perception results show you DEF. investigate shows you GHJ. To me the point about investigate is iffy at best - you could say hey maybe investigate is used to find small patterns of other things worked into the painting but perception is for just seeing whats there. (KEY POINT SKILL DETERMINES RESULT - ROLL DETERMINES SUCCESS FAILURE - SUCCESS MAY BE 1-20 and FAILURE MAY BE 1-20.)

perception vs traps/secret doors in a room just described - again, depends on past play... most likely the answer from me would be "none you see from the doorway" and move on. That took no more time than answering "do i see any traps" Alternatively, i might well say "you do see smoke from your torches moving blah blah" which might give a clue to an unusual airflow, if it was intended to be an easy passageway behind a tapestry thing. (IF THE RESULT IS FOREDAINED, LET A SKILL OR SUCCESS DETERMINE IT EVEN IF NOT THE PRECISE WAY YOU HAD IN MIND. REWARD ACTION AND INITIATIVE OVER "THE WAY I IMAGINED IT UNFOLDING. THE PLAYERS AT YOUR TABLE AND THEIR CHARACTERS ARE THE STARS, NOT YOUR SCRIPT.")

insight vs "is he intending to betray us" - actually close to the right skill etc and my response would likely be "Not that you can tell so far..." because there is no where near enough interaction for that specific a question to be determined (for my games.) At that point, i might well say "But, he does seem nervous and a little worried and you see him eyeing a big heavy set fellow down at the end of the bar. keeps looking and quickly looking away." Now, is this because that guy at the bar was asking about underhill? No idea? or is it because that guy has told the bartender "pay me by closing or i break your legs?" In my games, insight is not mind reading but social search. (SKILL USED DETERMINES RESULT - NOT THE QUESTION - SKILL MAY REQUIRE MORE THAN JUST ONE ROLL OR MORE THAN A BRIEF EXPOSURE.)

those scanes are not problems to me unless the GM decides he wants them to be.



Now lets look at his number by number -

1 BIAS there is zero problem in my book or my games with characters focusing on "what i am good at" when trying to solve problems. not one thing. its expected. the barbarian brute does not look at a locked dor and thing "pick the lock", right? he thinks "bust the door". So, i expect players as their characters to approach problems as nails and focus on their own hammer. That again does not mean that hammer works. the SKILL DETERMINES RESULT BUT NOT WHETHER THAT RESULT MATTERS.

The emphasis on GM CALLS FOR THE ROLL as if that alone is a good thing is a bit tired in my mind and seems like more fear and lack of trust.

2 FRAMING: Ok just a point of order GM101 is not Every role must have failure stakes...that is just a preference. a GM is no derelict in his duty if a PC tries something, gets nowhere and does not suffer some penalty for it. besides, at the most basic level, the failure stake for an act that gets "nothing" is time. i frequently use PER rolls or passive per checks to determine how much info the descriptive includes. I dont have a pre-written narrative blog about whats in a room, i use notes, not reading the type.

3 INEVITABLE SHUFFLE this one makes me laugh. first, it is not by any means inevitable that the players gang roll (joint rolling) every time. In many cases, each is doing something and... hey look back at his first point... there he talks about how they always try and roll their good stats but now its everybody rolling whatever they can? Which is it? But moving on. Every rules system worth its salt has guidelines for what to do with multiple people trying to accomplish the same task. The GM is usually left some leeway even in RAW on this subject. there is to my knowledge no RAW in the book which says "four people trying to see if a bartender is lying get to make four separate insight rolls" but there are rules which say when multiple people try a thing its handled by "advantage". I made it clear to my players that the working together advantage would be the most common result of "we all try to" early on. So his whole dice math silly stuff is just an example of what would happen if a GM **chooseS* to use "all four roll" as his answer to "everybody tries".

TOO MANY ROLLS: This is fairly non-sequitur in my book. What he is describing here are passive checks, for the most part. his description really makes me recall the days of "you didn't say you look up" Gm styles back in like the 70s. players will get into this kind of mode when their Gm *shows* them in practice they need to be this pro-active with the way the use language and such. i start my campaigns with a default "statement of competence" which basically says "i dont think your character are wlking blindly around stupidly - i imagine you are competent until you tell me otherwise." Also, about the stealth thing, wtf. i the Gm do not get to tell my players when they choose to move stealthy, using their hide action in DND5e terms. they wont need a roll until a possibility exists but rolls otherwise - no biggie. there is not any sort of " i made a stealth check and hour ago and it still applies" default right?

5 PERVERSE INCENTIVE: Huh? That just seems like describing what may well be bad GMing. If PER 24 was sufficient to spot the trap and the right skill, what was wrong with the first part at all? For the second part, if the assumption in the campaign is passive checks to spot stuff... and the results were "not spotted" then again, no problem. But if the passive spot would have been enough but the Gm runs it with a "you didn't ask" attitude, thats a breach of trust. and... that has not one thing to do with "player rolling too quickly."

FIX 1 TRAP TIRADE Mostly just preference disguised as axiom and then inconsistently. It has nothing to do with players calling for rolls, just how he recommends presenting traps. thats great!!! But nothing to do with who calls for a check.

FIX 2: TRUST and then its betrayal. Good point about assuming competence and building trust then kicked in the nuts with "but if you call for a skill and roll bad i slam you." Every active attempt to do things by PCs should not have a negative result if they roll bad. Checking for a trap and failing does not have to mean "bad stuff happens." it can just mean "you dont know." If you simply tell the player, you don't know, nothing you can identify but you are not sure its safe... THAT IS detriment enough. First, they wasted time. Second, its entirely likely they may choose another path or choose to do even more time wasting stuff (in game). Which means more time for other stuff to happen. typically in the kind of cases described, the threats behind the scenes is wandering encounter.

Fix 3 insight. First example could just as easily been given with the player providing a die roll that he rolled when describing his intent. Or it could have been done with passive checks. Again, roll being made does not mean the situation needs to change. Second part is utter BS and wrong.GM just chose to screw a PC cuz you know GM wanted to... why?

POP QUIZ: What skill check would you normally assign for "i try and hide my intent"? Would it be "insight"? No? but its not like their is a social skill that is specifically focused on deception that a character might have... ohhh wait... there is. Wow what was this mystery skills called? Deception? Well that seems pretty clear. it even references "dulling someone's suspicions." Does insight have one word about using it to hide your intent or be subtle, one word? Hmm... but of course, seems like they are likely used to skills meaning whatever that Gm wants on the fly...after all failing looking for traps created a lot of noise... which usually not making noise would a something that includes some part of stealth. The whole riff on being suspicious vs knowing whats up difference is good but again - not a thing to do with players calling for checks.

The rest goes on and on with preferences and expectations - again with the "inevitable minesweeper" example and assumptions. maybe the description si right for some, that allowing player calls for checks leads inevitably to players rolling every 5' they move and rolling to unlock every door... but its not anything like any game i have seen played or played in or seen described - except it does bear some semblance to the old "tap the floor with 10' pole" back in the days when that was a common sort of trap thing for bad Gms and no-trust campaigns. ye olde "you didn't say you looked up".

But really, in my experience, he is kinda blaming the symptom not the disease. player who migrate to "inevitable minesweeping constant" learned that behavior from games where it was needed. i have never seen a new-to-rpg player describe such behavior. it makes no sense, it fits no story, it emulates no character... it is a GAMER learned behavior caused by IMo bad Gm practicies and not a consequence of a Gm allowing player called rolls.

As for the defense to player agency, again i see BS.

A player gets suspicious and calls for a per check *is* player agency. A GM who decides every roll made by a player has to have negative consequences, even if it is outside the scope of the skill being tested against and ignores skills related to that penalty is anti player agency.

Giving hints is great and, guess what, totally different subject from "do players get to make rolls without my blessing".

Allowing players to "i walk up to the door and try to pick the lock - 24" has nothing to do with whether or not you give hints to things.

Door lock... "dont you want to know stakes"... unless this is the first time or two i have picked locks in your game, dont i know the stakes?

The key thing i take from that whole blog, other than quite a bit of flat out disagreement is *if* you choose to run a game where "rolls" and "skills" are some amporhic shifting set of "something happens" where "insight" can be used instead of your deception for "how subtle you are during a conversation about your intent" and where failure at trying to pick a lock is some mysterious new thing every time its tried - then yeah, players declaring skill checks is a really not well fitted play-style to that.

However, i would also argue that that kind of amorphic game should be using the rules for getting rid of skills in... the DMG i think - where you just use broadly defined ability checks and you get proficiency in attributes - i believe its called "Ability Check proficiency and its in the GM tool box section. that cuts it all back to very broadly flexible checks... though again, not too happy with insight/wis to conceal my intentions.

Also, i think that at some level, the idea of "every roll failure stakes" is not at all a core part of the DND rulesset. it can certainly be a Gms preference or a player preference but its certainly not an axiomatic thing, as a quick look in the DMG "role of dice" would show you. There, they focus for DND on basically how much you use dice and how much you use narration as important parts of the puzzle. The mandatory failure check also ignores the default "failure results" of loss of time and uncertainty. i can guarantee you, nobody ever failed an insight check or a trap find roll in my game and thought "well status quo" because they came away more worried than before - one way to do that is - tell them the truth. "nah, does not seem like he is going to betray you but not totally sure" or "no trap you can find but, still looks hinky" or even "yes, one of those floor plates looks more worn than the other."

Wow, longer than i thought.

definitely describing a conflict between "if you play this way like i do" and "players calling checks" and a lot of over-estimation and symptom vs disease conflation.

TLDR - Dont let every blogger pet peeves get you worried. Even if they have identified a symptom, they may not know what the cause is.

if a Gm and player group are all on the same boat as to what a given skill is about, players calling for rolls is not some breakdown boogeyman. if you want evidence to that, look in this very thread at folks who differentiate it from combat rolls because "the combat rolls are Ok cuz they are obvious and we know what they mean" (paraphrasing)

And all of this is... just IMO... just from my ecxperience and experience of those i have known and talked to. So it may work for you or may not.

The best single thing a group of players (that includes GM BTW) can have and hone is trust and a sense of a shared play. I really think following that blogger advice will harm that - telling the players "you cant do mechanics until i say so" or "each roll is defined by me on the spot" and i guarantee you as soon as a Gm told me my bad insight roll meant i gave up the ghost even though i have deception out the whazzoo... trust would be seriously diminished.

BAd fit of style and system to have defined skills and flop them around like that on the fly... IMO.
 

Shiroiken

Legend
you are within your rights to ignore any roll - yes.

but, how does "the player rolled ahead" have any effect on the GM deciding whether the task was an auto-success or an auto-fail?

if it was an auto-fail, whatever the roll it fails.

if it was an auto-success, whatever the roll it succeeds.

if it was neither, the roll was made and we dont have the unnecessary delay.

if the roll was inappropriate to the situation, Gm can choose to describe what it did (but likely it was not what was expected) or treat it as a fail.

it seems that if the player has the dice and score there and a reasonable good faith understanding that this game has shown these kinds of checks apply here, that the player rolling as they state the intent/action/approach is just a time saver, not a punishable offense.
The primary reason is to prevent the "dice determine everything" mentality that some players adopt. I've had to tell someone that their natural 20 did not succeed on a check, only to list to them complain the rest of the session. I've also had players roll for something in the middle of me describing how they succeed, then narrate their own failure due to a natural 1. Watch the Gamers 2 for an example of players insisting on having the dice determine the outcome of everything.

Another reason is that it prevents a metagame mentality, as well as potential cheating. If Bob rolls a 2 on his Investigation check to search the room before I tell him to, he knows hes going to fail. He might tell Sara to also search, hoping she gets a better roll. If it's important, and he's a shady player, he might not tell me his roll, choosing to wait until I ask for one (giving him a second chance). I have everyone determine what they're doing before I call for any roll, because if two people are doing the same thing, they roll once with advantage, not once each (which is a lot better if you have 3 or more doing the same thing).

Finally, some players jump the gun, rolling dice instead of listening to the rest of the description. They've missed a bit of important information, and then slow the game down when I (or another player) has to re-explain it. If they call out an action instead of just rolling (which these players often do), I can quickly tell them to hold on while I finish, usually by simply raising a finger. This keeps their attention on me, rather than the dice, increasing the likelihood of them hearing everything. Admittedly, this is the least important reason, because those players tend to cause the same types of issues either way (they tend to stop listening once they fixate on course of action).

You could easily allow for pre-rolled checks to stand at face value. It could also be a major time saver most of the time. I, however, believe that consistency is important as a DM, and stand by my table rules. Sometimes it hurts the players, sometimes it helps them, but in the end it balances out.
 

robus

Lowcountry Low Roller
Supporter
thanks for that clarification but i dont think anybody questions whether or not a given Gms ruling is final in his game, so how does that apply here?

I’m not sure. You just seemed to be confused about his advice. At no point did he suggest that a player roll overrule his ruling, which seemed to be your interpretation of his post.
 

5ekyu

Hero
Well, yes, since you allow your players to tell you when they want to make checks. I have the players describe actions in terms of what their character is trying to achieve and how, then I determine if a check is necessary to resolve that action. If it is, I will ask them to make a check using the appropriate Attribute, and mention any Skill or Tool Proficiencies that apply. At this point, I will allow a player to suggest a Skill or Tool Proficiency that they think might be relevant, but I make the final decision as to whether or not the suggested Proficiency will apply.

Players attempting to initiate a check disrupts this process. It assumes that their desired action has a reasonable chance of success, a reasonable chance of failure, a consequence for failure, and it assumes what Attribute governs the action and usually that a particular Proficiency applies. All of these are things that I as DM need to determine based on what the player describes the character doing in the world to try to achieve their desired results (which more often than not, players neglect to do when they try to initiate checks), along with contextual information that the player may or may not know.


This is a pretty different issue. Yeah, players need to know what the Attributes and Skills do in order to make informed character building choices. But that's not what we were talking about; we were talking about characters initiating their own


I don't understand what you mean by the bolded part.

If a player wants to make a character who is good at picking pockets, yeah, they should prioritize high Dexterity, take the Sleight of Hand skill, etc. Then, in play, if they want to try to pick someone's pocket, they describe their character's in-world actions accordingly. "I go up to a guy at the bar and try to grab his purse without him noticing." Then I'll determine if he needs to make a roll to do that thing, and if he does, I'll ask him to make a Dexterity (Sleight of Hand) check. But if he just says, "I make a Sleight of Hand check on that guy. I got a 19." My reaction is going to be to tell him to slow down, tell me what his character is actually doing, and that I'll ask him for a roll when and if I think a roll is necessary to determine the results.

the part that is funny is the assumption that a player calling for a check means somehow implied "he did not describe what he is doing or his goal."In my games "i go up to the guy at the bar and try to lift his purse" would likely be followed with "and my slight of hand is a 19."

If in my view it was "no roll needed" (1-20 wins) cuz mark is too drunk and nobody watching - 19 succeeds. i can then narrate the results.
If in my view the task had no chance of succeeding (1-20 fails) for some unknown to player reason, it fails and i narrate the result.
in the middle cases, the roll is cmpared to Dc and... results played out as appropriate.

if there was something outside the ordinary where the expectation of "dex and sleight for pickpocket" was wrong choice, then likely i would have already covered that descriptively in some fashion - things dont just jump say from DEX based to INT based for no reason... and if it is a surprise that dex-sleight is the wrong tool for this task, thats gonna be a fun moment when that players roll gives him a surprising result.

But, i don't get how you can see having players on the same page as to what skills are needed for tasks in play is counter to your GM performance but having players knowing what skills are needed for what tasks is critical in chargen.

to me building for results in play is what chargen stat assignment is for. i dont mean that as in "optimizing" but in "expectations."

To each his own but to me your descriptions seem to be very heavily, i would say overly, focused on "your process", on your part of the experience. You go thru the step, you tell the players the stats, you "At this point, I will allow a player to suggest..." and again when you start with the simple bu tell me that i "allow your players to tell you when they want to make checks." then go on to describe all the control over process and results you keep.

To me the GM control is in the "determination of results" much more than in the "enforcement of process" and while the Gm has the final decision at the table, the true fact is the players allow the Gm to do what he does every bit as much as the GM "allows" the players to do whatever they do. i trust them, they trust me and that trust has been earned by long relationship and like in any relationship "language and tone" plays a huge role and in my experience tossing around phrase like "At this point, I will allow a player..." does not do a lot to foster that trust.

i am glad it serves you and your players well and yes i can see now that it may well be helpful in your game.
 

5ekyu

Hero
I’m not sure. You just seemed to be confused about his advice. At no point did he suggest that a player roll overrule his ruling, which seemed to be your interpretation of his post.

Actually he has since clarified his post and it helped.

turns out the two conflicting sections are conflicting in appearance because they are not referring to the same rules.

The section where he describes "i have to decide..." and talks about auto-success vs "calling for rolls" and how calling for rolls sets you up poor strategy chance to be screwed and auto-success is better blah blah was actually not taking about game he ran at all. It was never actually a case of "I[he} has to decide..." at all. It was some other Gms games where apparently the Gm will sometimes assign auto-success if you wait, but will apparently not do so or do so less often if you call out the roll, which is exactly what i asked for clarification on. There seems to be a presumption that somehow the player rolling a dice somehow gets in the way of the whole auto-success or auto-fail decision.

For me, the fact that the roll was made does not change the difficulty or consequences. It just saves times most of the time.

But that last sentence about how in his games its just ignored is clear about it for his game.

and it now does not conflict with the prior example where he said *he* was making the auto-success/fail but then went on to roll results.

But, nowhere do i think i said or implied anything in my responses to that poster questioning a GMs authority at the table - except in one of my last posts where i chose to mention that, of course, all GM authority is "allowed" by the players something which sometimes i think needs to be said just as loudly and just as often.

EDIT TO ADD
From Iserith clarification - see here where he explains that section is about other GMs whose decisons are changed or influenced by whether or not player rolls are made. To me that determination of "what succeeds/fails" is not determined by whether or not the roll was made but what the result was with the understanding that it might be the same for any roll 1-20.
"In games in which I have played, where DMs are inclined to say "Yes" when players ask to roll or accept the result of unsolicited rolls, a player who doesn't do that (like me) and simply states goal and approach tend to be more successful. You end up rolling less. In my experience, anyway."
 
Last edited:

ccs

41st lv DM
this may sound harsh but, if i were stuck in that game, every round, every action, i would describe what i want to do and not pick up a dice or look up a modifier until the Gm told me which specific dice to roll and which specific modifiers applied. if the Gm tells me he does not trust me to use the mechanics he has shown me outside of combat, i wont presume to know any better what happens inside of combat. that would be hubris. Fight takes an hour longer, no problem cuz we all know we dont know enough to predict rolls needed and the Gm will punish us for pre-rolling before he says so.

If you roll before I tell you what check to make (even if you're correct on the skill, wich you probably will be) you're rolling before I've set the DC in many cases.
I'm not going to set the DC retroactively.
So you'll jump the gun a few times, fail on some really high #s, & learn to wait a second or two. It's not that hard.

But if you want to be a dick about it? Trust me, you're not stuck in the game. There's the door, you can leave anytime.

I also don't accept generic statements such as "I search, I rolled a ___".
Ex: I just invested time describing something to you because we're telling a story. YOUR response should interact with that somehow. Maybe you'll give me something where I'll decide there's no dice roll required. Maybe you'll give me something that suggests a DC. Maybe you'll give me something that influences the DC of one of the other players. But I won't know until you give me something....
Just "I rolled a ___ on search." isn't that something. Especially if you give it to me 1st/unsolicited.
 

Remove ads

Top