Description: Roll First, Talk Later?


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JimAde said:
As GM I roll first, then roleplay the result. I have my players do the opposite, however. I like them to describe what they intend to do, then after they roll I tell them what they actually did. Sometimes highly amusing. :D

Similarly, as a player, I always describe the action I'm attempting, then roll and let the GM describe the actual results.

:) I kind of go along those lines too. Sometimes though when it comes to certain things such as moving silently I as a DM will make the roll for the character in general. And explain that they Think they're hiding until... But I only do that in certain situations, just to add suspense. ;) After all when You're ducking at the last minute to hide from Orcs marching by, rolling a one on your hide would make you think of other options, rather than hiding in the bushes thinking "please please please don't see me"
 

I prefer to let my players describe to me what they want to attempt, and then let them roll. If, like in social skills, they gave me a really vivid description, I usually mark them down mentally for a little bonus, and let them roll. Having a great idea should mean a little bonus to any skill check, as a clever trick in combat might give you a bonus to attack or damage, but if the skill check doesn't cover it, your character simply wasn't good enough to pull it off. Happens to me all the time in RL...having a great idea, but failing to put it to practical use. :p
 

A little from column A, a little from column B. If it's at a more light-hearted part in the game, I'm more likely to have them roll first and come up with silly results. If on the other hand it's a more serious part, I'd be more likely to roleplay first and roll second. Though in the case of social interactions if I do that, then the roll would probably only shape the interaction and further roleplaying and skill rolls would dictate where the action goes. A failed bluff check in such a case my go something like "While the prince would be convinced by your words, he notices a certain anxiousness in your voice and starts thoroughly examining your motives." Then the bluffer has to work to reconvince the prince that his motives are pure.
 

I like description first, then the roll.

If someone gives a great bluff and then flubs the roll, just add in some non-verbal element to explain the poor bluff roll. "The guard listens intently to your eloquent plea, but as you turn to face your friends he sees you wink at them as you hide a smile from him. The guard calls for reinforcements and stands in your path until they arrive."

This is also great for the reverse. Someone who can't act "on the spot" makes a lame speech. But the social PC he is playing rolls very well. "Your words seem maudlin and insincere, but the guard's face softens when you mention your Aunt Em. 'I had an Aunt Em once, myself!' he exclaims, tears forming in his eyes. He lets you pass into the great hall."

The same thing works in combat. The player describes his heroic charge into battle and then rolls poorly. "Unfortunately, your heroic charge is wasted as you slip on a banana peel...."
 






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