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<blockquote data-quote="Sword of Spirit" data-source="post: 6770742" data-attributes="member: 6677017"><p>Whether to have your players ask to make rolls, or to ask them for rolls was mentioned upthread a bit.</p><p></p><p>I've found that having a DM's reference sheet with all of the players ability scores/mods and skills (as well as things like AC and save bonuses, languages and tool proficiencies) sitting right in front of me the whole time when I'm DMing allows the game to move in a much faster and more satisfying way.</p><p></p><p>I've told my players that asking to make a roll is asking to potentially fail (since I might let them do it without a roll), and they should just tell me what they want to do in non-mechanical terms. <em>Because</em> I have all of that information sitting right in front of me, and my players are aware of it, they are able to trust that I am always taking their skills and abilities into account when determining the sorts of things they know or automatically succeed on. And when needed, I ask them to make rolls (or roll it myself it mystery would add to the effect).</p><p></p><p>I continue to be impressed by how much difference one or two DM visual aids can make in the flow of the game.</p><p></p><p></p><p></p><p>If it were something that stood out, and it happened more than occasionally, I would make rolls for them behind the scenes and give them in-character hints if the rolls succeeded.</p><p></p><p>Intelligence: "You feel like you're forgetting something. Something just isn't clicking to you."</p><p>Wisdom: "You've got a bad feeling about this."</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6770742, member: 6677017"] Whether to have your players ask to make rolls, or to ask them for rolls was mentioned upthread a bit. I've found that having a DM's reference sheet with all of the players ability scores/mods and skills (as well as things like AC and save bonuses, languages and tool proficiencies) sitting right in front of me the whole time when I'm DMing allows the game to move in a much faster and more satisfying way. I've told my players that asking to make a roll is asking to potentially fail (since I might let them do it without a roll), and they should just tell me what they want to do in non-mechanical terms. [I]Because[/I] I have all of that information sitting right in front of me, and my players are aware of it, they are able to trust that I am always taking their skills and abilities into account when determining the sorts of things they know or automatically succeed on. And when needed, I ask them to make rolls (or roll it myself it mystery would add to the effect). I continue to be impressed by how much difference one or two DM visual aids can make in the flow of the game. If it were something that stood out, and it happened more than occasionally, I would make rolls for them behind the scenes and give them in-character hints if the rolls succeeded. Intelligence: "You feel like you're forgetting something. Something just isn't clicking to you." Wisdom: "You've got a bad feeling about this." [/QUOTE]
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