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Guest 6801328
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That's why I don't tell the players the DC before they roll the die, and in the case of something like forgery where they won't know for a while, they won't learn the DC until it will no longer affect things.
I've seen players proceed with too much confidence on a roll that failed, and proceed with little confidence about a roll that succeeded.
Yeah, that works for middling rolls. On very high or very low rolls, though, they pretty much know.
And it can be argued that that's ok. You roll a nat 1 on the forgery and the DM says, "Yeah, that's just not in your ability" or whatever.
But I don't find a dead-end plan as interesting as something with high stakes and tension.
I know (I know I know I know) that RPGs aren't movies or novels. But can you imagine a WWII spy movie scene where the good guys try to forge a passport, but they can't do it, so they just move on to plan B? I mean maybe if they squandered all their time doing it, and now there's no time for plan B. But wasted time counts as a meaningful consequence. In the absence of that, why waste precious screen minutes on such a thing? I feel the same way about table time.