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<blockquote data-quote="Dastion" data-source="post: 6382996" data-attributes="member: 6778148"><p>Well said. The ability is a random amount, so even knowing the roll and having an idea what the enemy gets as a bonus you might still waste the die. If you instead have absolutely no idea if it will help or is even needed then you are severely needing the Bardic schools (both allow a player to avoid a hit, if in a different fashion).</p><p></p><p>I only roll behind my screen because it's easier than reaching over and I have stats and such I need to hide (if they see I have the stats for a doppelgänger up it kind of ruins the surpise). However, I quite like the idea of players seeing combat rolls. I want my players to play smart and get an idea how dangerous the enemy is on their own. If they see me roll low and I still declare a hit they have the idea that they are up against a fearsome enemy. Bound accuracy only allows for so much variance anyhow.</p><p></p><p>You don't need to fudge die rolls if your players wade in too deep, you should have given them warnings. Adjust the story on the fly if needed. My party walked into a room with a floating skull who had a good chance to kill them. Instead of just attacking them with an 8d6 Fireball as the adventure would have you assume I played on the fact that he's a serviture working off ancient instructions and they had a rather comical discussion as they passed him, the Bard and Rogue managing to find loopholes in his instruction.</p></blockquote><p></p>
[QUOTE="Dastion, post: 6382996, member: 6778148"] Well said. The ability is a random amount, so even knowing the roll and having an idea what the enemy gets as a bonus you might still waste the die. If you instead have absolutely no idea if it will help or is even needed then you are severely needing the Bardic schools (both allow a player to avoid a hit, if in a different fashion). I only roll behind my screen because it's easier than reaching over and I have stats and such I need to hide (if they see I have the stats for a doppelgänger up it kind of ruins the surpise). However, I quite like the idea of players seeing combat rolls. I want my players to play smart and get an idea how dangerous the enemy is on their own. If they see me roll low and I still declare a hit they have the idea that they are up against a fearsome enemy. Bound accuracy only allows for so much variance anyhow. You don't need to fudge die rolls if your players wade in too deep, you should have given them warnings. Adjust the story on the fly if needed. My party walked into a room with a floating skull who had a good chance to kill them. Instead of just attacking them with an 8d6 Fireball as the adventure would have you assume I played on the fact that he's a serviture working off ancient instructions and they had a rather comical discussion as they passed him, the Bard and Rogue managing to find loopholes in his instruction. [/QUOTE]
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