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MwaO
I’m not sure what you’re disagreeing with in my post. Can you hone in on the aspect you’re disagreeing with?
Are you saying that you don’t believe there are inherent advantages to having closed scene resolution machinery player-facing or there aren’t inherent disadvantages to making the situation only GM facing?
If you feel that way, could you maybe talk about other scene-based games that you’ve played and break down how the paradigm of play would change (or not) if the mechanics went from player-facing to opaque or GM-facing only.
For instance, what happens in Marvel Heroic? How do players build their dice pools and choose to use them, interact with obstacles, make decisions about dealing with various threats (based on their die size)?
4e has similar analogs with choosing to:
-augment with secondary skills (and how mechanically)
- deploy Encounter Powers
- deploy a Ritual, maybe spend a Daily/Surges/$ = 1/10 of-level magic item
- if the situation is dire and they want to pull out the stops for a “story win”
- if Advantages are available and when/how to deploy them (based on where they are in the, let’s call it, “dramatic track” of Successes and Failures - more similar to Fate’s Stress Track).
Without knowledge of the level of the obstacle and where they are in the “dramatic track”, without knowledge of what is at stake, without knowledge of what type and how many metagame resources are available...player tactical overhead, opportunity cost evals, “story imperative evals” all become muted (to a degree) or at least a lot of noise or insecurity in their decision-making is introduced.