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Does a GM need more dice than a d2?
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<blockquote data-quote="Old Fezziwig" data-source="post: 8794927" data-attributes="member: 59"><p>It depends. If it's really a simple binary and it's not critical to the game, a coin flip or something similar might be fine (I've rolled a d6 with 1 meaning it happens, which is not great but okay). If it's a player asking me about something when I'm running a game and I don't know, I'm a big fan of Vincent Baker's advice in <em>Dogs in the Vineyard</em> — say "yes" or roll the dice. If there's nothing at stake, then the answer's always "yes" to any question. If there's something at stake, either in terms of the fiction or in terms of some sort of game system, then we're always rolling. For minor questions where something may be at stake but it's not going to settle any questions at the table (for instance, during a combat, a player asks, "is there a chandelier in this room?"), I've used the Die of Fate from <em>Burning Wheel</em> previously, but I'm more and more inclined to say "yes" there, too. This is just a long way of saying that I'm often not inclined to bother with even a coin flip in a lot of circumstances. Saying "yes" can be a lot of fun.</p><p></p><p></p><p></p><p>I know that you're using these numbers for the sake of argument, but, if I found out my GM was rounding as you've suggested during combat, I'd be pretty annoyed — there's something at stake, for one, but slight chances of success or failure either way, particularly at critical points in the game, is where a lot of the fun is for me. It might bother me a little less in a one-shot, but it would take out a lot of my enjoyment in a campaign, especially if I had to roll dice in the same circumstances (e.g., I've got an 80% chance to hit the bad guy).</p></blockquote><p></p>
[QUOTE="Old Fezziwig, post: 8794927, member: 59"] It depends. If it's really a simple binary and it's not critical to the game, a coin flip or something similar might be fine (I've rolled a d6 with 1 meaning it happens, which is not great but okay). If it's a player asking me about something when I'm running a game and I don't know, I'm a big fan of Vincent Baker's advice in [I]Dogs in the Vineyard[/I] — say "yes" or roll the dice. If there's nothing at stake, then the answer's always "yes" to any question. If there's something at stake, either in terms of the fiction or in terms of some sort of game system, then we're always rolling. For minor questions where something may be at stake but it's not going to settle any questions at the table (for instance, during a combat, a player asks, "is there a chandelier in this room?"), I've used the Die of Fate from [I]Burning Wheel[/I] previously, but I'm more and more inclined to say "yes" there, too. This is just a long way of saying that I'm often not inclined to bother with even a coin flip in a lot of circumstances. Saying "yes" can be a lot of fun. I know that you're using these numbers for the sake of argument, but, if I found out my GM was rounding as you've suggested during combat, I'd be pretty annoyed — there's something at stake, for one, but slight chances of success or failure either way, particularly at critical points in the game, is where a lot of the fun is for me. It might bother me a little less in a one-shot, but it would take out a lot of my enjoyment in a campaign, especially if I had to roll dice in the same circumstances (e.g., I've got an 80% chance to hit the bad guy). [/QUOTE]
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