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Player vs DM dice rolls
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<blockquote data-quote="cooperjer" data-source="post: 7225650" data-attributes="member: 6862150"><p>You touch on a good point of how a DM communicates the dice rolls in the context of the fiction / game to the players. When my rogue players makes a stealth check to hide before sneaking out and shooting an enemy, I let the player know if the NPC perceives the character. In my mind this keeps the game simple enough such that it allows a player to make an informed decision on their action rather than being in a "got you" moment of not knowing they failed on the stealth check and suddenly do not get the sneak attack damage. I should note, that I use the word "perceive" specially because tremor sense, blind sense, etc. allows perception of the PC regardless of the stealth roll, depending on the circumstances. As an example, the rogue attempted to hide behind a pillar with a roll of a 13 on one round and a 15 on the second round. The NPC the character was hiding from was a umberhulk, which has tremor sense. After the first round the player thought the umberhulk may have a high perception. After the second round, the player came to the conclusion that the umberhulk has tremor sense. Now that the player was aware of this I indicated that additional detail on the hide attempt to conceal from the tremor sense could make the attempt successful. The player suggested there wasn't a way to do this, so we moved on.</p><p></p><p>For group stealth rolls, I allow every player to roll and I compare the average or median value to the passive perceptions of the NPCs. Those NPCs with a score slightly lower than the PCs roll give an indication that they may have heard something, but move on. Those that have scores higher than the roll, will move to investigate what they heard or saw. </p><p></p><p>Spells or abilities that attack the mind of the PCs I like to describe as the PC feeling another force entering their mind, but if the player makes the save, then the character forces that influence from their head. Now the player knows something is going on even if they didn't see the source of the mind altering spell or ability.</p></blockquote><p></p>
[QUOTE="cooperjer, post: 7225650, member: 6862150"] You touch on a good point of how a DM communicates the dice rolls in the context of the fiction / game to the players. When my rogue players makes a stealth check to hide before sneaking out and shooting an enemy, I let the player know if the NPC perceives the character. In my mind this keeps the game simple enough such that it allows a player to make an informed decision on their action rather than being in a "got you" moment of not knowing they failed on the stealth check and suddenly do not get the sneak attack damage. I should note, that I use the word "perceive" specially because tremor sense, blind sense, etc. allows perception of the PC regardless of the stealth roll, depending on the circumstances. As an example, the rogue attempted to hide behind a pillar with a roll of a 13 on one round and a 15 on the second round. The NPC the character was hiding from was a umberhulk, which has tremor sense. After the first round the player thought the umberhulk may have a high perception. After the second round, the player came to the conclusion that the umberhulk has tremor sense. Now that the player was aware of this I indicated that additional detail on the hide attempt to conceal from the tremor sense could make the attempt successful. The player suggested there wasn't a way to do this, so we moved on. For group stealth rolls, I allow every player to roll and I compare the average or median value to the passive perceptions of the NPCs. Those NPCs with a score slightly lower than the PCs roll give an indication that they may have heard something, but move on. Those that have scores higher than the roll, will move to investigate what they heard or saw. Spells or abilities that attack the mind of the PCs I like to describe as the PC feeling another force entering their mind, but if the player makes the save, then the character forces that influence from their head. Now the player knows something is going on even if they didn't see the source of the mind altering spell or ability. [/QUOTE]
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