2. Why roll the dice if you already know what outcome you want.
Uhm... does this really help?
But I would expect at least some negative side effects to rolling everything openly when it comes to success/failure rolls, e.g. attack rolls and saving throws.
One side effect is that some players will get distracted by the possibility of figuring out the modifier. E.g. you roll a 15 and declare a hit, then roll a 14 and declare a miss, hence the modifier can be easily figured out. I strongly believe that this information is almost always useless to the players, but the problem lies in the fact that the possibility of knowing it causes a distraction.
Another complication is that the game is full of temporary bonuses, from spells and either abilities. If you roll 15 twice, but the first is a hit and the second is a miss or viceversa (because of some effect that was temporary) it may raise suspicions from some player. This could be a good thing if there really was a temporary effect and the player uses this information for some tactical choice with an in-game explanation: perhaps her wizard PC had a hunch that the enemy turned on some magic item and now she tries to launch a Dispel Magic. But if there wasn't a temporary effect and the DM just made an honest mistake, some players may get upset. You can say that in this case rolling hidden helps making occasional mistakes part of the random process by hiding them.
Because that's usually not what's going on. More often, for me at least, it's a question of not wanting all of the outcomes the dice come up with. For example, the dice told me that the triceratops skeleton critically gored the rogue trying to tumble around it. OK. Then they told me the gore did X (pretty high) hit points of damage. Well, I didn't want to do X points of damage in that circumstance so I opted to do X-10 instead. That was more than a regular hit but not as much as the crit damaged rolled out to be.
Why are the dice not involved in your fun? They should be the first thing included in the festivities.
Because 99 times out of 100 the results are fine and work well. Why roll dice if you don't factor in the rare situations when it doesn't? Because we're people, not computers. We don't always foresee a problem until it happens.So why roll damage? You already knew (approximately) how much damage you wanted the attack to do (more then normal, less then max).
But you concede, I hope, that that's not what everyone loves about gaming? Or that story is always going to be interesting?Alaxk said:Edit: I'm against fudging in general as think that Skeleton Triceratops goring the guts out of that Rogue is interesting, even when I'm the Rogue. That Player took a chance and the dice told a little story about that chance. That's what I love about gaming.
So why roll damage? You already knew (approximately) how much damage you wanted the attack to do (more then normal, less then max).
Edit: I'm against fudging in general as think that Skeleton Triceratops goring the guts out of that Rogue is interesting, even when I'm the Rogue. That Player took a chance and the dice told a little story about that chance. That's what I love about gaming.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.