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General Tabletop Discussion
*Dungeons & Dragons
Are players always entitled to see their own rolls?
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<blockquote data-quote="iserith" data-source="post: 6728606" data-attributes="member: 97077"><p>After reading responses, I'm starting to wonder if the disagreement comes, in part, from the DM's position on the Role of the Dice (DMG, page 236). I see this as a basic difference between many DMs that can create different outcomes further down the line.</p><p></p><p>I'm more of an advocate of the "Middle Path," wherein the DM balances the use of dice against deciding on outright success and failure without a roll.</p><p></p><p>The impression I get from those who like secret rolls, <a href="http://www.enworld.org/forum/showthread.php?470302-Persuade-Intimidate-and-Deceive-used-vs-PCs" target="_blank">social skills affecting PCs</a>, or <a href="http://www.enworld.org/forum/showthread.php?470350-Use-of-Investigation" target="_blank">Investigation/Perception retries</a>, is that an action calls for a roll just about all the time. Do a thing, make a check. Fail that thing, do it again if you like, make another check. Players, as a result, frequently ask to make checks or "use skills" as some say. Concerns over "Metagaming" arise here.</p><p></p><p>Whereas, for me, there is an intermediate step: Do a thing,<em> DM judges whether or not the outcome is uncertain</em> and, if so, make a check. The DMG says that "By balancing the use of dice against deciding on success, you can encourage your players to strike a balance between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world." Concerns over "metagaming" don't arise as a result.</p></blockquote><p></p>
[QUOTE="iserith, post: 6728606, member: 97077"] After reading responses, I'm starting to wonder if the disagreement comes, in part, from the DM's position on the Role of the Dice (DMG, page 236). I see this as a basic difference between many DMs that can create different outcomes further down the line. I'm more of an advocate of the "Middle Path," wherein the DM balances the use of dice against deciding on outright success and failure without a roll. The impression I get from those who like secret rolls, [URL="http://www.enworld.org/forum/showthread.php?470302-Persuade-Intimidate-and-Deceive-used-vs-PCs"]social skills affecting PCs[/URL], or [URL="http://www.enworld.org/forum/showthread.php?470350-Use-of-Investigation"]Investigation/Perception retries[/URL], is that an action calls for a roll just about all the time. Do a thing, make a check. Fail that thing, do it again if you like, make another check. Players, as a result, frequently ask to make checks or "use skills" as some say. Concerns over "Metagaming" arise here. Whereas, for me, there is an intermediate step: Do a thing,[I] DM judges whether or not the outcome is uncertain[/I] and, if so, make a check. The DMG says that "By balancing the use of dice against deciding on success, you can encourage your players to strike a balance between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world." Concerns over "metagaming" don't arise as a result. [/QUOTE]
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Are players always entitled to see their own rolls?
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