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Do you tell player's what the DC is for a check?


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Occasionally.

More often than not it's just "Give me a (Skill X) check".

If it's something routine or otherwise pretty simple/straightforeward, then I'll be more speciffic - "Okay, give me a quick dc 10 climb check to get up the rope".

If the action is difficult, ambiguous, or opposed - don't show the cards.
 

No.

I tell my players either success or failure whether they are rolling the dice or I am. If they are making a skill check, they roll and I tell them the result. If they are attacking a monster, they roll and attack roll and tell me what AC they hit, and I tell them whether it hits or not. If a player casts a spell at a monster, I ask what the saving throw DC is and inform the player if there are any obvious effects of failure or success. If it is a targetted spell, I inform them if the target fails or succeeds as per the core rules, but if it is an area-effect spell, I do not, unless it is obvious (such as in the case of evasion).

If the DC of a skill check is found in the Player's Handbook, I am more lenient, and remind them of things they should be aware of, like the typical DC of climbing a rope with a wall to brace against. I do NOT inform them of how other circumstances affect the outcome. I may inform them that the wall is slick, but I do not tell them exactly what impact that has on the DC.
 


Rarely

I usually give more of a "gut feel" description for the players to know, but in situations where the character's life is on the line, or in truly "make or break" moments, I'll lay it all out there before the roll. Watching all my players stand up and crane thier necks to see the result, and to know right away what it means before I even have to say anything makes for a good gaming moment. In those headiest moments, the dice has immediately set the mood for my narrative to follow.
 

MarkB said:
Likewise. I use Eberron action points, for which the rule is that you can roll the AP die after you've made the d20 roll, but only if you don't know whether you've succeeded or not. So, if I tell the players the DC, I'd be denying them the option to 'top up' a marginal roll with an action point.
Even then... We use the same system, but I still tell them the DC in advance sometimes. Obviously I have to relax the Action Point rules a slight bit to do this, but I don't see that as too big a deal. They still have to spend the point, after all.

For example:
"DC 15 Balance check."
"...Aw, I failed by 2. Can I use an Action Point to catch myself?"
"Yeah, sure."
 


I tell them the DC. It's realistic.

Anyone should be able to gauge their skill against the difficulty of a task, just like in real life. I don't withold from my players the difficulty of attempting what they want to do.

For example:
---------------------------------------------------------------------------------
PLAYER: "I want to make a jump across that chasm, how wide does it appear to me?"
DM: "About 20 feet."

*player looks over the Jump skill*

PLAYER: "I can clear that with a running long jump at DC 20 on my Jump check. With +10 to my Jump, I should be able to make that easily. I'll Take 10".
---------------------------------------------------------------------------------

In real life, I know the limits of how far I can jump. I can tell whether or not I can make the jump, might make the jump, barely make the jump, or not at all. The same would apply to other skills such as Tumble, Craft, Appraise, or whatever.

I do roll some of their skill checks in secret, however, in which case I obviously do not tell them the DC of the check. Skills such as Listen and Spot I roll for them and they can gauge themselves on how tough the DC is. Well, since I roll Hide/Move Silently, it fluctuates so they can't truly gauge it exactly. As it should be. I do, however, let them roll Listen and Spot if they say they're doing it as a Move Action, since it's more of a player choice than a reaction to a situation the DM doesn't want the players to know about.

Spell save DCs and special attacks, yes. A character should be able to gauge the strength of an attack against him. He should be able to tell the difference between making a Will save against charm person at DC 14 or DC 20. They can come to whatever conclusion they want as to how the DC got to where it's at, but they deserve to know the DC.
 
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Sometimes I tell them, usually to raise the tension level for the player.

ME: "Ok, roll me that DC 25 tough guy! :] "
PLAYER: "Man, that means I need an 18 or better! Alright... c'mon baby... dady needs to not fall in the lava and die!"
 

MarkB said:
Likewise. I use Eberron action points, for which the rule is that you can roll the AP die after you've made the d20 roll, but only if you don't know whether you've succeeded or not. So, if I tell the players the DC, I'd be denying them the option to 'top up' a marginal roll with an action point.

I've always wondered about that.

If I know what the DC of a save is (i.e. I got a 22 and made it, Bob got a 21 and didn't), am I then not allowed to use an action point?

Brad
 

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