GM no-roll

GM never rolls dice is....

  • Fun as a GM, not fun as a Player.

    Votes: 0 0.0%
  • Fun as a Player, but not as a GM

    Votes: 10 15.6%
  • Fun for both GM and Player

    Votes: 25 39.1%
  • Not fun at all

    Votes: 17 26.6%
  • Works only in limited situations /other (please respond below with what)

    Votes: 12 18.8%

I generally prefer symmetry between PCs and NPCs/monsters, so players rolling both to hit the monster and rolling to keep from being hit by the monster is an interesting idea, but not for me as a GM.

Now I seriously dislike "secret" rolls made by the GM for the player, so I'll try to eliminate those in with my house rules whenever possible. It's another reason for me to like roll-high systems and 'take 10' style rules. But if necessary I'll change the how-things-work, so that, e.g. a success with the prescribed roll to disbelieve will positively inform you "You succeeded, but the target isn't something that can be disbelieved."
 

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In D&D you could easily make AC an active defense roll by subtracting 10 and having the player roll. That might make players more engaged when it’s not their turn. It would be dead simple to flip rolls from one side to the other.

Though in games with metacurrency only used by players, you've got to watch the implications of doing that. I've seen some odd artifacts in games where there was a roll only one one side of the equation, and only the active part had a metacurrency interventions.
 


I think it's fine in games designed like that, but I don't see a need to shoehorn it into games that are not. Different games are different for a reason!

A great point. I first ran across this kind of design in Legendary Lives by Marquee Press and it was a (literal) game changer. I loved it as a GM and a player. BUT, yes, this kind of thing only works in games designed to accommodate it from the ground up. Foisting it on other games (e.g. D&D) is weird and doesn't work well, IMO.
 

I just came off for a year long Dungeon World campaign that was quite fun for everyone, so yeah, it can totally work. We even ran a D&D 5e adventure with the DW system and it worked just fine. Now, as a player, I miss 5e. I wouldn’t want D&D to be a no-roll system. I like having both options.
 

I just came off for a year long Dungeon World campaign that was quite fun for everyone, so yeah, it can totally work. We even ran a D&D 5e adventure with the DW system and it worked just fine. Now, as a player, I miss 5e. I wouldn’t want D&D to be a no-roll system. I like having both options.
What was it that you miss from D&D 5e that Dungeon World didn't seem to do or satisfy? Just the 'feels' of D&D or some specific mechanics/rules?
I assume there are lots of differences in the games and rules but seeing as you even played 5e modules in DW, I am curious what stands out.
 

What was it that you miss from D&D 5e that Dungeon World didn't seem to do or satisfy? Just the 'feels' of D&D or some specific mechanics/rules?
I assume there are lots of differences in the games and rules but seeing as you even played 5e modules in DW, I am curious what stands out.
It’s totally a feel thing. I’m a bit over Theater of the Mind, story-based games and am in the mood for honest to god minis on a vinyl mat with movement rates, attacks per round, magic items, and lots of dice. Give me back my d20. Let me pick up a battle axe and put my d12 to use. I don’t want to look at a d6 again unless I’m rolling about 10 of them for a big fireball.
 

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