The Human Target
Adventurer
The game is much more of an actual game now with clear rules that players can learn and anticipate the outcome of their actions.
It's great!
It's great!
The game is much more of an actual game now with clear rules that players can learn and anticipate the outcome of their actions.
It's great!
Opinions differSkipping a complex interaction that uses the imagined environment and simply rolling a skill check is pretty boring and could be done with Neverwinter Nights on your computer. I DM, and play in games with DMs, because I want a more imaginative game experience than rolling d20s and adding numbers from my character sheet.
The player narrates the action, the DM decides the relevant skill and the difficulty.
I go as far as saying if the skill is knowledge or stealth related, the DM can also make the roll behind a screen - I subscribe to the 1E default that a character attempting to be stealthy will always believe they are successful, and similarly that a PC attempting a perception or investigation check will believe they have all the relevant information. There's no need for the player to be aware of the roll, and therefore have any idea as to whether or not their action was a success.
And here the failure is obvious and should thusly be narrated to all - including you.I remember this line of reasoning from 1E; it was bogus then and it is bogus now.
I try to sneak, but I step on a twig. The sound of it snapping reverberates around the forest, startling the wildlife and alerting the orcs in the next glade...
...but, somehow, I'm the only guy who simply cannot hear it??? Why can't I hear it? I'm a lot closer to it than anyone else!
Perhaps...but this is an example where the results of your attempt (and thus, the roll) are going to be rather quickly obvious to all.Sure, you cannot be certain whether it was heard by your enemies, but you might have a good idea. This is elegantly paralleled by being able to see what you rolled and what the total was, and having a good idea what normal ranges of Perception modifiers are, but you do not know what the DC is or what their Perception score is or if they are distracted or whatever.
"I rolled a 17" is a game-mechanical statement said out of character and is thus as 'gamey' as it gets. "I go over to the bar and try and lift his purse" is an in-character statement of action; far preferable in almost every imaginable situation.
Pre-rolling sounds to me like nothing more than a way of players trying to short-cut the system.
Preach it!
Lanefan
And here the failure is obvious and should thusly be narrated to all - including you.
However, if your failure in the same situation is due to your concealment simply not being as good as you think it is, or your shadow giving your position away, or some other similar thing, then you've every reason to believe you've succeeded until the Orcs' actions inform you otherwise.
Perhaps...but this is an example where the results of your attempt (and thus, the roll) are going to be rather quickly obvious to all.
But what about situations where the results - or the reasons for such - are not obvious? Consider the difference between how a player (and, let's face it, most players) would react to:
Player: "I carefully search the south wall for secret doors. <DM nods, and player rolls a d20> I roll a 20."
DM: "Your search turns up nothing."
vs.
Player: "I carefully search the south wall for secret doors. <DM nods, and player rolls a d20> I roll a 3."
DM: "Your search turns up nothing."
Yet from the character's point of view (and by extension, the player's)there is not and should not be any difference whatsoever. The character has no idea why she failed, only that she did her best searching and found nothing; and as player knowledge should equal character knowledge where possible, this is one where the DM ought to be secretly rolling instead of the player.
Lanefan
I find myself agreeing with both of you. Often the character should be aware of failure; sometimes not. Question is, how to decide when - you've demonstrated that for stealth skills either is plausible. 3e has a nice mechanic for some skills - if you fail by more than a certain margin, you think (to your detriment) that you have succeeded. Use Rope check for throwing a grappling hook, for a top-of-my-head example. That requires the roll to be out of sight of the players and the DM to reveal the failure stright away in some cases. (Or the players to roll and see it, but have the integrity to pretend they don't know they've failed.)