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<blockquote data-quote="Greenstone.Walker" data-source="post: 7291272" data-attributes="member: 6788312"><p>More often than not, it wastes time because the GM has to say, "Hold on there, we haven't got to dice rolling yet." and then explains (or re-explains) what is going on.</p><p></p><p>The whole point of waiting for the GM to ask for a roll is that is how the GM signals that they have described the situation fully and everyone at the table knows what is going on and what dice rolls are called for and why. A player rolling dice and adding numbers is not paying attention to what is being said.</p><p></p><p>As for whether the die roll might noit be the right one - Taking an example from one of the essays above, "I walk into a bar and lift a guys purse." In a somewhat-similar situation game I ran early this year, the very next die roll anyone had to make was a DEX Saving Throw. Not a DEX\Sleight of Hand Ability Check.</p><p></p><p>I could also imagine where the above declaration could lead to DEX\Stealth, WIS\Perception or CHA\Deception. Or even multiple choices for the same roll. What if the guy at the bar has three purses? Now the GM has to come back and ask which one the player wanted. </p><p></p><p>Prerolling can lead to metagame issues. What if the three purses had different difficulties to steal. The player already knows they rolled a 23, say, so when the GM asks which purse, they are going to pick the most difficult one. If they had rolled a 13, say, they might pick the easiest one.</p><p></p><p>Finally, if you roll the dice too early, you can't get help.</p><p></p><p>Player 1: I disarm the trap. I rolled a 13.</p><p>GM: The trap blows up.</p><p>Player 2: Wait, I'll help (or bless or apply guidance or whatever).</p><p>GM: You can't.</p><p>Player 2: Why not?</p><p>GM: Because she's already rolled the dice.</p><p>Player 2: That's not fair!</p></blockquote><p></p>
[QUOTE="Greenstone.Walker, post: 7291272, member: 6788312"] More often than not, it wastes time because the GM has to say, "Hold on there, we haven't got to dice rolling yet." and then explains (or re-explains) what is going on. The whole point of waiting for the GM to ask for a roll is that is how the GM signals that they have described the situation fully and everyone at the table knows what is going on and what dice rolls are called for and why. A player rolling dice and adding numbers is not paying attention to what is being said. As for whether the die roll might noit be the right one - Taking an example from one of the essays above, "I walk into a bar and lift a guys purse." In a somewhat-similar situation game I ran early this year, the very next die roll anyone had to make was a DEX Saving Throw. Not a DEX\Sleight of Hand Ability Check. I could also imagine where the above declaration could lead to DEX\Stealth, WIS\Perception or CHA\Deception. Or even multiple choices for the same roll. What if the guy at the bar has three purses? Now the GM has to come back and ask which one the player wanted. Prerolling can lead to metagame issues. What if the three purses had different difficulties to steal. The player already knows they rolled a 23, say, so when the GM asks which purse, they are going to pick the most difficult one. If they had rolled a 13, say, they might pick the easiest one. Finally, if you roll the dice too early, you can't get help. Player 1: I disarm the trap. I rolled a 13. GM: The trap blows up. Player 2: Wait, I'll help (or bless or apply guidance or whatever). GM: You can't. Player 2: Why not? GM: Because she's already rolled the dice. Player 2: That's not fair! [/QUOTE]
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