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Players rolling all the dice variant from UA - Anyone used it?
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<blockquote data-quote="LeapingShark" data-source="post: 2557867" data-attributes="member: 15618"><p>Uh, your players have a hard time locating and rolling a d20? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>For me, I've found it faster because while the players are rolling and calling out numbers, I can be doing other multitasking tasks like prepping the damage dice or skimming over the next enemies' attack options. </p><p></p><p>As far as revealing buff info, that's impossible aside from the same vauge AC hints that all players already get through rolling their own attack dice and discovering which numbers hit the enemy. If you want to keep all hints away, then you would have to roll the players' attack dice too. Maybe even roll initiatives and saves for everybody too. That would make the game significantly less fun for the players I think.</p><p></p><p>Under the normal rules; if my dwarf rolls a 30 on my Fort save vs a poison, but still fails, then my dwarf realizes that it's a really tough poison. Likewise if my dwarf rolls a 30 on his attack roll against a kobold, and misses, then my dwarf realizes that he's up against no ordinary kobold. When players roll defense, it's the same stuff; if my dwarf rolls a 25 on his dodge against a kobold, but the kobold still hits, then my dwarf realizes that he's up against no ordinary kobold. And we only see that with the extremes. If the dwarf had rolled a 10 on his dodge against that very same kobold, and the kobold hit, the dwarf would not have realized anything out of the ordinary. Everything seems appropriate to what my character should notice during his first-hand experiences in the gameworld.</p></blockquote><p></p>
[QUOTE="LeapingShark, post: 2557867, member: 15618"] Uh, your players have a hard time locating and rolling a d20? :D For me, I've found it faster because while the players are rolling and calling out numbers, I can be doing other multitasking tasks like prepping the damage dice or skimming over the next enemies' attack options. As far as revealing buff info, that's impossible aside from the same vauge AC hints that all players already get through rolling their own attack dice and discovering which numbers hit the enemy. If you want to keep all hints away, then you would have to roll the players' attack dice too. Maybe even roll initiatives and saves for everybody too. That would make the game significantly less fun for the players I think. Under the normal rules; if my dwarf rolls a 30 on my Fort save vs a poison, but still fails, then my dwarf realizes that it's a really tough poison. Likewise if my dwarf rolls a 30 on his attack roll against a kobold, and misses, then my dwarf realizes that he's up against no ordinary kobold. When players roll defense, it's the same stuff; if my dwarf rolls a 25 on his dodge against a kobold, but the kobold still hits, then my dwarf realizes that he's up against no ordinary kobold. And we only see that with the extremes. If the dwarf had rolled a 10 on his dodge against that very same kobold, and the kobold hit, the dwarf would not have realized anything out of the ordinary. Everything seems appropriate to what my character should notice during his first-hand experiences in the gameworld. [/QUOTE]
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Players rolling all the dice variant from UA - Anyone used it?
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