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<blockquote data-quote="Clint_L" data-source="post: 8855659" data-attributes="member: 7035894"><p>I personally use physical dice and always make open rolls unless there is a mechanical reason why the roll has to be secret. However, one thing I really like about DnDBeyond, which I use for all my school groups, is that all of the player's digital rolls come rolling right across the screen for everyone to see, which is exciting but also makes fudging impossible, so your old player would have been out of luck.</p><p></p><p>I get why people want to fudge rolls because they get caught up in the story and want to "win." I work really hard with young players, right from session 0, to emphasize that "winning" in D&D just means making a fun adventure, and failed rolls are a big part of it. Then I go out of my way to make misses and fails extra narratively exciting, so that students soon look forward to a failure as much as a success, because they know something interesting will happen. I make a production out of natural 1s, both theirs and mine, so now they probably get more excited for a natural 1 than a natural 20.</p><p></p><p>Edit: In my opinion, failed dice rolls are the most important part of the game, because they spark so much instant creativity. As a teacher, I think schools tend to stigmatize failure, which leads to students and parents (and a lot of teachers) focusing on marks rather than on learning. Learning only happens when you take chances, and mistakes are crucial - nobody ever accomplished anything important without making a ton of mistakes. So I make it my mission as a teacher, D&D included, to destigmatize mistake making. "Gee...what if I am wrong?" and "What can I try next?" are the most important questions a learner can ask, whereas "How do I win/get the highest mark?" is crippling.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 8855659, member: 7035894"] I personally use physical dice and always make open rolls unless there is a mechanical reason why the roll has to be secret. However, one thing I really like about DnDBeyond, which I use for all my school groups, is that all of the player's digital rolls come rolling right across the screen for everyone to see, which is exciting but also makes fudging impossible, so your old player would have been out of luck. I get why people want to fudge rolls because they get caught up in the story and want to "win." I work really hard with young players, right from session 0, to emphasize that "winning" in D&D just means making a fun adventure, and failed rolls are a big part of it. Then I go out of my way to make misses and fails extra narratively exciting, so that students soon look forward to a failure as much as a success, because they know something interesting will happen. I make a production out of natural 1s, both theirs and mine, so now they probably get more excited for a natural 1 than a natural 20. Edit: In my opinion, failed dice rolls are the most important part of the game, because they spark so much instant creativity. As a teacher, I think schools tend to stigmatize failure, which leads to students and parents (and a lot of teachers) focusing on marks rather than on learning. Learning only happens when you take chances, and mistakes are crucial - nobody ever accomplished anything important without making a ton of mistakes. So I make it my mission as a teacher, D&D included, to destigmatize mistake making. "Gee...what if I am wrong?" and "What can I try next?" are the most important questions a learner can ask, whereas "How do I win/get the highest mark?" is crippling. [/QUOTE]
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