D&D 5E Players Self-Assigning Rolls

jasper

Rotten DM
Are you saying that "player rolls dice as he describes his action" means the GM was interrupted as a default? no.

Are you saying no interruption happen except in the case of die rolling by players? No.

Are you establishing any actual tie between these two actions that make them happen together or just writing about how they could be done at the table together? no.

If the latter, what about gm calling for rolls leading to soda spills? That can be very disruptive and bring the whole game to a screeching halt. what the?

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No I saying you are a jerk if you interrupt the dm with rolls before he calls for them. I am saying you a jerk if roll dice ahead of time, I will not allow you to keep the die roll. The only exception is during combat. Feel free if you are up next to roll to hit and damage while I am subtracting the fireball damage from the fire giant that Ovinomancer just cast.
 

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5ekyu

Hero
Yes, but I don't do that as any sort of passive aggressive act as some in this thread are calling it. Something impossible is........impossible. However, virtually anything can be failed. I've watches adults with 40+ years of walking trip over nothing(not even their own feet) and fall while walking across a flat surface. Maybe it took 4 or 5 1's in a row, but they managed to fail a task that simple. I was going to grant the simple, but failable task as an auto success, but by rolling ahead of me they made that failure an option. Dice are used when the outcome is in doubt. That said, if a task if just nearly impossible(by my standards, not the DC number), but not actually impossible and they roll ahead of me and drop a 20, I will give them a chance by requiring 1 or more further 20's depending on difficulty.

this is the part that SOME have trouble understanding.

It makes sense in a way for a Gm to say "everything has a chance of failure." As a 40+ who has fallen over nothing, sure... though that "nothing" really turned out to be me not paying attention.

But, if one believes this to be the case, the disconnect is then just offering up auto-success but only to players who don't do the dice thing you have a thing against.

You aren't saying "i gave them auto and that other a die roll cuz their description was better or approach more on track" but based off the player behavior.

I, for one, maybe others too, have a firm rule for me as Gm in my games... i do NOT deal with player behavior problems thru in game "adjustments" that punish certain individuals who might have done something i dislike.

Now, that rule is self-imposed. i don't think it is against the RAW and so its likely legal to do that in 5e so don't take this as a bad Gm thing, but having seen more than enough cases of GM girlfriend syndrome and other examples of GMs letting rela world into their games... its something i absolutely hold back in my own performance.
 

I don't like it when players do this as I want the intent of the roll to take place before the die is cast. Just chucking a die unbidden and then assigning an intent to the outcome - usually a good one - doesn't fly in my game. I nearly never hear a player say, "I roll a 7 to find secret doors."

So wait until I ask for a roll and then roll in the clear, in front of everyone.

Also, I usually only allow ONE roll for a given purpose. One character makes that roll and gets Advantage if another PC is in a position to Help them. None of this scattergun approach to skill success. One roll.
 

5ekyu

Hero
No I saying you are a jerk if you interrupt the dm with rolls before he calls for them. I am saying you a jerk if roll dice ahead of time, I will not allow you to keep the die roll. The only exception is during combat. Feel free if you are up next to roll to hit and damage while I am subtracting the fireball damage from the fire giant that Ovinomancer just cast.

OK but can't we agree that we can replace "with rolls before he calls for them" with about a hundred other examples of interrupting the GM?

Interruption is bad, whether its being done by the Gm or players, but it is not married to rolling ahead of time, right? Just like spilling drinks is bad and might occur when a GM calls for a roll, but that doesn't make GMs calling for a roll bad.

As for the idea that rolling ahead is signs of being a jerk - well in your games you certainly may see that as true. In my games, it is seen as efficient. So it boils down to "are you following the table rules".

No argument, not following the table rules is bad and should be avoided.

But again, that is its own topic not tied to "players rolling ahead."
 

jasper

Rotten DM
"OK but can't we agree that we can replace "with rolls before he calls for them" with about a hundred other examples of interrupting the GM?"
NO. because as you said "players rolling ahead." is the topic. As red leader said when I was doing the trench run. Stay on topic. Which confused me because I had the exhaust port in my target scanner. Then the dm evil npc shot me.
 

Maxperson

Morkus from Orkus
this is the part that SOME have trouble understanding.

Then bold explains it.

Yes, but I don't do that as any sort of passive aggressive act as some in this thread are calling it. Something impossible is........impossible. However, virtually anything can be failed. I've watches adults with 40+ years of walking trip over nothing(not even their own feet) and fall while walking across a flat surface. Maybe it took 4 or 5 1's in a row, but they managed to fail a task that simple. I was going to grant the simple, but failable task as an auto success, but by rolling ahead of me they made that failure an option. Dice are used when the outcome is in doubt. That said, if a task if just nearly impossible(by my standards, not the DC number), but not actually impossible and they roll ahead of me and drop a 20, I will give them a chance by requiring 1 or more further 20's depending on difficulty.

Pretty much everything has a failure chance, even if it is very small. By rolling I am not adding in a failure chance. I'm simply allowing the natural failure chance to re-assert itself and no longer override it.

It makes sense in a way for a Gm to say "everything has a chance of failure." As a 40+ who has fallen over nothing, sure... though that "nothing" really turned out to be me not paying attention.

But, if one believes this to be the case, the disconnect is then just offering up auto-success but only to players who don't do the dice thing you have a thing against.

I disagree. The alternative is for me to have people roll dice for a chance to fail for every mundane action they take, and that's just absurd. It's far more preferable for me to just give auto-successes when applicable and to allow failures for rolls.

The take-away is this. Don't roll the dice ahead of time. It's cheating(albeit minor cheating) and you could be gimping yourself.

You aren't saying "i gave them auto and that other a die roll cuz their description was better or approach more on track" but based off the player behavior.

Which is no different from the reckless players losing a lot of PCs to death due to hitting traps, attacking dragons solo, etc. Player behavior impacts the game. It's unavoidable and not necessarily a bad thing.

I, for one, maybe others too, have a firm rule for me as Gm in my games... i do NOT deal with player behavior problems thru in game "adjustments" that punish certain individuals who might have done something i dislike.

I don't, either. I have no animosity towards the behavior. It's just has a certain result since rolling happens when outcomes are in doubt and at no other time. That's how I run my game. I'm not into punishing players and would never do that. I'm not their parent.

Now, that rule is self-imposed. i don't think it is against the RAW and so its likely legal to do that in 5e so don't take this as a bad Gm thing, but having seen more than enough cases of GM girlfriend syndrome and other examples of GMs letting rela world into their games... its something i absolutely hold back in my own performance.
It's not "legal" to roll without the DM asking. No rule allows it. You can house rule it in, like with your lasso example, but the DM is the one who calls for rolls. Players don't get to just roll first by RAW.
 
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5ekyu

Hero
I wouldn't really call it a crack in the approach, given that the players don't need to know what mechanics apply if such an approach is being used. If players decide their own roles, it's important for them to know what skills and abilities can be used to achieve what effects, so as not to ask for the wrong thing. Naturally, playing in a game run this way, one will quickly get used to what mechanical elements the DM considers appropriate for what tasks. However, in a game where the DM always tells the players what to roll, there is no need to learn what mechanical elements apply to what tasks. That's not part of the player's job in such a game.

It's kind of like saying that players not knowing how to handle a ball with their hands is a flaw of soccer versus American football. Strictly speaking that's true, but handling the ball with your hands isn't a skill a soccer player will ever need.

It could equally be said that reliance on one’s familiarity with the skill system is a flaw of the self-selecting rolls style. When players who are used to playing in games where initiating their own rolls is the norm switch to a game where the DM prefers players only to describe their actions and the DM tells them what to roll, it can be difficult for them to adjust; in fact, that is exactly the issue that this thread was initially created to get advice on addressing. Like an American football player switching to soccer, their instinct to catch the ball with their hands can get in the way. The player may have certain expectations about what to roll when that don’t match up with the DM’s style. I occasionally have players who are new to my games (but have played with other DMs who preferred the players to initiate their own rolls) to ask me if they can, for example, make a Perception check to look for something. In such cases, I usually tell them that a check might not even be necessary depending on their approach, and encourage them to tell me what they’re looking for and how. After a brief adjustment period, I’ve found that players often enjoy not having their success be so reliant on random chance. One player in particular often tells me how much he appreciates that I don’t make him roll all the time because he has terrible luck and hates failing checks his character should be good at due to low rolls.

I don’t think either style is superior to the other. It’s just a matter of personal preference. Some players, like the one I mentioned above, enjoy the immersion and freedom to succeed or fail by merit of their own creativity over stats and rolls. Some players would rather let the numbers and the dice do the talking and don’t want to come up with descriptions for everything they do. Both are equally valid play styles, and different DMing styles will serve different plauers’ preferences better.

OK so a few things and a serious disconnect from me on this...

First, this is not language police but it actually impacts meaning, where you said "roles" and i underlined it in that first graph, i think you meant to say ROLLS, as in if the players assign their own ROLLS they need to understand etc.

I am proceeding with that.

But here is why i think you are incorrect about the players no needing to know which mechanics apply to which actions... they built the character.

Unless they do not have character sheets, unless they dont have to go thru chargen of any serious degree of crunchy spending bits, then they **NEED** to know those mechanics in order to know the results of this choice vs that choice.

"Saxon is a great medic" and assigning low wis and no skill in healing are contradictory, a conflict between description and mechanics that will show in play when it comes time to determine an actual result for that effort by that character.

Similarly, in play trying to get the out of the gaol cell deciding between(describing) using a "muscle approach" (force bars ),a "dextrous approach" (lock pick) and a skilled approach (masonry) or others its a practical necessity for the player to have a clue which of his abilities should apply and really what they are.

Someone else describe the role of mechanics in resolving situations of thing, their hope, was to have them basically fade into the background while the description and interactions flow, with the players not thinking about their characters abilities and mechanics.

What i want is for them to absolutely keep those mechanics and abilities in mind *as* they choose their actions and select their approachs and work in the scene and show it through their description.

i want the *mason* to have *masonry proficiency* and to be the one who suggests and tries the "stonework to weak bars" approach as he describes his character's choices and i don't want the dexterous guy with lock skills to be the one trying to force the door and i really don't want the described "muscle guy" (who actually has an 8 strength cuz, you know, no reason for player to know) to be the one to try the masonry angle without the actual mason involved.

One character attempt intimidate the guard by being big, beefy and pushing up against them while another just stares calmly while sharpening his knife and whistling in a odd sort of way. They players should choose those approaches for their characters base on not a *lack* of knowledge of their strengths, weaknesses and how those apply to the situation but on accurate knowledge of those things.

As i have said, for various games where the detail and crunch and mechanics are built in to be mostly narrative and where honeslty "screen time" is an actual gameplay element and "hit points" really is not, the idea that you dont need to know mechanics of actions is great but for a game like this one where you do spend a lot of time on builds, on chargen and where at a moment's notice your mechanics can be called in and determine the outcome, the idea that players don't need to know this enough so that *often* they get it wrong is a very bad marriage of game system and gameplay. if and when a scene "goes to the dice" having that player not aware of how that scene will use their stats, not know whether this was good choice or bad choice, and having that player "often" surprised by the outcome... is just a hindrance to roleplaying.

In my games, R-P-G all play a roll and mostly an equal role.

ROLE is running the character to suit the charater you wanted and you built and having that chracter's mechanics match those.
PLAY is your making choices that fit your character and his personality and his past and his aptitudes and weakness reflected in both the mechanics and the choices and the expectations of results.
GAME is having the mechanics of resolution and success fail all tie together with the other things, with the decisions and choices, with the setting and scene and the narrative.

And as stated before, it is not either/or for "die roll vs description. What i am referring to is what my players do and what i have seen other players do again and again, choose character actions, describe character actions and interact with a scene keeping their character's actual definitions in mind and then rolling dice at the appropriate time they choose, with of course Gm having full option to veto or adjust as needed.

Consider this...

There is a discussion between a player and an NPC. The player is trying to sway the NPC in their favor. The discussion goes back and forth. The discussion has ebbs and flows. The outcome in uncertain.

I have no problem with the player at some point of his choosing to pick up his dice and basically decide to "call scene" on a high point, on a good line from him, and making the roll then and there. Sure, we could have continued that dialog for another 10m or 20m or whatever and it could have been fun etc but its not *me* and me alone who gets to decide "the editing" of that in my games... and letting the player decide to make that the point they want to roll is not something i have a problem with.

That is *not* the same of course as saying "and thats it, give me an answer now." and in game cutting the talk short. That is a different thing which lets the "act" itself play into the resolution of the scene.

Not everyone would like giving the player that "creative control" over their scenes, that is for sure.


In my experience, i find not having one standard of expectation for player choices and knowledge of mechanics and use of mechanics for combat resolution (i choose to use my axe because thats where i am best) and a completely different one for out-of-combat challenges does not serve the roleplaying game experience well for me and those i have seen.
 

iserith

Magic Wordsmith
One thing I've noticed in connection with games where the players ask to roll or make rolls unprompted is that players often don't make a clear statement of goal and approach. The DM steps in after the roll and fills in the blanks, saying what the character does.

Player: I make a Perception check on the door. *rolls* 20.
DM: Okay, you spend a few minutes examining the door, giving the hinges a look-see while jiggling the door knob. You find nothing out of the ordinary, but it is locked.
Player: I make a Thieves' tools check. *rolls* 15.
DM: Alright, you take out your thieves' tools and find your lockpicks. After some careful work, you manage to unlock the door.

And so on. So not only do we have a situation where the player is stepping into the role of the DM by making rolls unprompted, the DM is now stepping into the player's role and saying what their characters are doing instead of just narrating the results. Even some of the "famous" DMs sometimes do this. It seems that failing to put forth a clear statement of goal and approach creates a vacuum that the DM feels the need to fill. If the player makes a clear statement of goal and approach instead of (or at least in addition to) making an unprompted role, this reduces the chance the DM will start overstepping his or her role in my view.

In my experience, however, the unprompted rolling and the lack of a clear description of what the player wants the character to do go hand in hand. What really cracks me up is when the DM oversteps his or her role and then the player's like "I totally didn't jiggle the door knob..." or whatever. Which leads to some stumbling around and revision all of which could have been avoided on the front end with some succinct description.
 

5ekyu

Hero
Which is no different from the reckless players losing a lot of PCs to death due to hitting traps, attacking dragons solo, etc. Player behavior impacts the game. It's unavoidable and not necessarily ...

i see a clear distinction between "the player rolls at the wrong time" (behavior of the player) and "the player describes his character doing some reckless activity" (player choices for his character) in very strict terms... the former cannot impact in-game activity and results and the latter must.

Some don't agree of course.
 

Maxperson

Morkus from Orkus
i see a clear distinction between "the player rolls at the wrong time" (behavior of the player) and "the player describes his character doing some reckless activity" (player choices for his character) in very strict terms... the former cannot impact in-game activity and results and the latter must.

Some don't agree of course.

Sure, there's a difference in that well, they are different behaviors. Both impact the game Both in AND out of the game world, though. Loss of a PC usually impacts the player and often other players outside of the game. The rolls impact the in-game activity to an incredible degree. Rolling governs in-game successes and failure and a single roll can alter the course of a campaign world.
 

5ekyu

Hero
One thing I've noticed in connection with games where the players ask to roll or make rolls unprompted is that players often don't make a clear statement of goal and approach. The DM steps in after the roll and fills in the blanks, saying what the character does.

Player: I make a Perception check on the door. *rolls* 20.
DM: Okay, you spend a few minutes examining the door, giving the hinges a look-see while jiggling the door knob. You find nothing out of the ordinary, but it is locked.
Player: I make a Thieves' tools check. *rolls* 15.
DM: Alright, you take out your thieves' tools and find your lockpicks. After some careful work, you manage to unlock the door.

And so on. So not only do we have a situation where the player is stepping into the role of the DM by making rolls unprompted, the DM is now stepping into the player's role and saying what their characters are doing instead of just narrating the results. Even some of the "famous" DMs sometimes do this. It seems that failing to put forth a clear statement of goal and approach creates a vacuum that the DM feels the need to fill. If the player makes a clear statement of goal and approach instead of (or at least in addition to) making an unprompted role, this reduces the chance the DM will start overstepping his or her role in my view.

In my experience, however, the unprompted rolling and the lack of a clear description of what the player wants the character to do go hand in hand. What really cracks me up is when the DM oversteps his or her role and then the player's like "I totally didn't jiggle the door knob..." or whatever. Which leads to some stumbling around and revision all of which could have been avoided on the front end with some succinct description.

this certainly can happen and does. But it is not by any means tied to when the roll is made.

nor is it anything like a consistent standard... some Gms for instance seem to have one standard of description for secret doors (where the act described must match a given good or bad case) and others where thats not the case (arcane skill not something we have experience with.)

For example, take the above situation.

PLAYER: Hmmm... a door. Doors call for blue runes. i toss the blue runes and what does it tell me about the door?
GM: Roll perception? Says the door is locked.
PLAYER: great that calls for columbine flowers. i pull two blossooms out and throw then at the door lock to unlock it.
GM: Roll lockpicking dex and thieves too... blossoms applies and...

Now, my bet is many GMs would not be wanting to have flowers and teas be the go to description for lockpicking and searching, unless it was part of the setting, but consider that these kinds of descriptions may be just the thing and given a passing grade for various "arcane" or "divine" skill checks which we have no real basis to know much about, barring a whole lot of house ruling pre-setting setup.

There is no dichotomy, no one or the other between die rolls and narrative or between specifically players rolling dice and players not using description.
 

iserith

Magic Wordsmith
this certainly can happen and does.

Yep.

But it is not by any means tied to when the roll is made.

I didn't claim it was, only that there is often correlation.

nor is it anything like a consistent standard... some Gms for instance seem to have one standard of description for secret doors (where the act described must match a given good or bad case) and others where thats not the case (arcane skill not something we have experience with.)

For example, take the above situation.

PLAYER: Hmmm... a door. Doors call for blue runes. i toss the blue runes and what does it tell me about the door?
GM: Roll perception? Says the door is locked.
PLAYER: great that calls for columbine flowers. i pull two blossooms out and throw then at the door lock to unlock it.
GM: Roll lockpicking dex and thieves too... blossoms applies and...

Now, my bet is many GMs would not be wanting to have flowers and teas be the go to description for lockpicking and searching, unless it was part of the setting, but consider that these kinds of descriptions may be just the thing and given a passing grade for various "arcane" or "divine" skill checks which we have no real basis to know much about, barring a whole lot of house ruling pre-setting setup.

I have read this part three times and still don't know what you're saying.

There is no dichotomy, no one or the other between die rolls and narrative or between specifically players rolling dice and players not using description.

Again, they often go hand in hand in my experience but I'm careful to avoid saying that one must necessarily be tied to the other.
 

Ovinomancer

No flips for you!
I think you're missing my point. The players are still pushing buttons, they're just doing it with a little pizzazz first. I'm not suggesting they ought to roll first or anything like that, even I ask for players to wait for me to call for a roll if for no other reason than simple decorum. What I'm saying is that the players probably know what they're good it. If the players aren't dummies they're going to usually play to their strengths. The "face guy" is still going to make most of the charisma-based checks, (and I want to add for a moment, the fact that Intimidate is a CHA skill is one of my biggest beefs with the skill system, since it's a skill that beefy-types should be good at without having to invest in a score largely irrelevant to their existence), the dex guys are going to make the sneaky checks, and so on and so forth. That's just how the game is set up to function.

Your only caveat is that they but a bow on the button before they push it.

I'm not saying that's wrong I'm saying that's what it is. Button-pushing by any other name is still button-pushing. A smart player can reasonably tailor their in-fiction approach to produce an requested die-roll that allows him to push the button of his desiring.

No, they aren't. They're engaging the fiction. The example of the fighter playing against her strength in social settings rather than to it is a great illustration of this. Do I expect players will generally play to their strengths? Yes, of course I do. But, my experience is that my players engage the fiction without looking to make sure it's the best choice for them mechanically rather than the best choice for their character given the situation.

To further this, my players engage the fiction as their characters, and, when a roll comes up, it's because a character has stated an approach and goal that has an uncertain outcome and a penalty for failure. At that point, they don't stop and say, oh, wait, this is a DEX check, I'm going to go get the rogue to do this. This doesn't happen because once the check is set, it's set for the player that declared, and isn't transferrable. Also, I set reasonable DCs, and don't try to screw my players over, so the fighter in plate mail trying to sneak knows this will be hard to do, but there's a chance of success. This means my players are willing to try things they wouldn't before.

And that last sentence is important, because I used to allow player declared rolls for skill checks just as you advocate. I changed, for reasons I'll list in a separate post.
 

5ekyu

Hero
Yep.



I didn't claim it was, only that there is often correlation.



I have read this part three times and still don't know what you're saying.



Again, they often go hand in hand in my experience but I'm careful to avoid saying that one must necessarily be tied to the other.

Right, well, in my experience interruptive behavior goes with interruptive behavior. thats the only relaible and significant correlation.

players inclined to interrupt others, do so. Whether it is with dice rolls or jumping om lines or out of character comments about a scene from the peanut gallery or even "stage yawns" when someone else's scene is to them taking too long.

if that behavior is tolerated, it spreads, as players try to "compete " for their time. Again, correlation between the behavior spreading the behavior not whether or not dice were rolled.

its just always easy to throw "if you do this then you get this other bad habit" out here and there and cloud a subject with a bunch of things that are not related to it but which sour the pot, so to speak.

Correlation and causation are not the same thing and deciding whether or not something is good based on correlation is a clasically bad logic flaw, and way too common.

We don't ban carrots because most murderers have eaten carrots.
 

Ovinomancer

No flips for you!
I'm going to take a beat here and shift gears and talk about why I changed from allowing player declared rolls to only allowing DM requested rolls.

The short form is that it's made me better at my craft as a DM.

Now, before anyone gets up in arms about me saying they're not a good DM for allowing player declared rolls, that's not it at all. It was a choice I made about what path I wanted to follow as a DM -- how I wanted my style to work -- and that switch has done a good bit to improving how I present my game.

To elaborate: I noticed in my games that I was gating information -- I was expecting players to declare rolls for things, so I gated information expecting those rolls. If/When the player asked for the roll, and succeeded, the information would be provided. This caused a number of problems that took me a long time to notice. Frustration on the players part on failed rolls. Frustration on my part on failed rolls. Time wasted "pixel-bitching". And, as a big one, unclear goals -- my players weren't clearly stating what their goal (or were stating intermediate goals) and were just trying to throw whatever they could think of to accomplish them, leaving me adjudicating approaches without being able to help achieve the goals.

When I finally put my finger on it, I resolved to change things. I also saw this exact same thing occurring in other games, where I wasn't running. But I also saw some games where it didn't happen. I resolved to improve my delivery. I stopped gating information -- instead providing more and more outright as I worked on changing. But, my players still kept asking for rolls -- they still had the mindset that there was hidden details that could be teased out with the right successful roll. So, after a little bit of this, I started changing how rolls happened at my table. Now, there's still a bit of adjustment for new players, and some of my older players still have some ingrained reflexes, but it's improved -- my players are stating goals and approaches.

And this has helped me achieve what I wanted from my games but was failing to realize: clearly stated, engaging scenarios where the players are focused on solving a problem and not applying mechanics. Still, my biggest issue is getting players to clearly state end-goals for approaches and not just an intermediate step along their grand plan that's still hidden in their heads. I think some of them feel (and it's only some, they others are fully embracing and find it liberating) that I'll foil whatever plan they have. To be fair, this comes up sometimes because I failed to provide a key piece of information that their plan hinges on because it wasn't something I had thought of before that point, and sometimes that piece of information can't be easily changed to support the eventual unveiling of a plan due to other, as yet unrevealed, pieces of the story. But, I'm pointing out that letting me know what the actual goal is means I work with you to see it happen, and adopting a fail-forward approach to these issues is helping a great deal. Getting there with the understanding that we will never be there, as this a process and not a destination.

So, yeah, that's why I don't allow player declared rolls anymore. They were causing me problems by having players think in terms of mechanical steps and not approaches and end goals. To be fair, player declared rolls are not incompatible with clearly stated approaches and goals, but I find that, at my table (and a number of tables I've seen), they tend to reward a playstyle that doesn't engage in clearly stated goals and approaches. YMMV, and that's awesome.
 

robus

Lowcountry Low Roller
Supporter
In my experience, however, the unprompted rolling and the lack of a clear description of what the player wants the character to do go hand in hand. What really cracks me up is when the DM oversteps his or her role and then the player's like "I totally didn't jiggle the door knob..." or whatever. Which leads to some stumbling around and revision all of which could have been avoided on the front end with some succinct description.

This is exactly the problem - well put!
 

iserith

Magic Wordsmith
Right, well, in my experience interruptive behavior goes with interruptive behavior. thats the only relaible and significant correlation.

players inclined to interrupt others, do so. Whether it is with dice rolls or jumping om lines or out of character comments about a scene from the peanut gallery or even "stage yawns" when someone else's scene is to them taking too long.

Are you saying that dice rolling is "interruptive behavior?"

Correlation and causation are not the same thing and deciding whether or not something is good based on correlation is a clasically bad logic flaw, and way too common.

Again, and hopefully for the last time, I did not assert any causation. I pointed out something I see commonly in groups where players also make unprompted rolls and how players and DMs stepping out of their intended roles can be a detriment to the play experience. The lack of a statement of a goal and approach is what creates the vacuum in my view where the DM steps in to fill the player's role, not the unprompted rolling by players. But frequently, I'll see both.
 

Ovinomancer

No flips for you!
Right, well, in my experience interruptive behavior goes with interruptive behavior. thats the only relaible and significant correlation.

players inclined to interrupt others, do so. Whether it is with dice rolls or jumping om lines or out of character comments about a scene from the peanut gallery or even "stage yawns" when someone else's scene is to them taking too long.

if that behavior is tolerated, it spreads, as players try to "compete " for their time. Again, correlation between the behavior spreading the behavior not whether or not dice were rolled.

its just always easy to throw "if you do this then you get this other bad habit" out here and there and cloud a subject with a bunch of things that are not related to it but which sour the pot, so to speak.

Correlation and causation are not the same thing and deciding whether or not something is good based on correlation is a clasically bad logic flaw, and way too common.

We don't ban carrots because most murderers have eaten carrots.

My experience is exactly opposite: allowing player declared rolls meant that there was a reward mechanism for interrupting with a roll to gain more knowledge or effect a solution to a problem more quickly. Not allowing them has meant, for me, fewer interruption when I'm setting the scene or describing a new development -- my players have learned that more information is being provided if they listen, and even more on a clearly stated approach.

Further, and this is a point, if my players have to declare an approach and goal instead of just a die roll, there's less interpretation on my part as DM. For example, let's say there's an altar to an evil god that will explode with necrotic energy if touched by a non-worshiper. There's a big point of different to a player declaring they're closely inspecting the alter, but not touching it, to see if there's anything special about it vs a "21 Investigate!" The former nets information without danger, the latter is up to me as DM if I think a "21 Investigate!" means you touched the altar or not. And, if there's a secret compartment that can be found via physical interaction but not via looking, the "21 Investigate!" player might be upset if I decide they don't touch the altar but also don't find the secret compartment, provided, of course, it's found through other actions later.

Telling me die rolls means I, as DM, have to determine the details of your approach. Having the player state and approach and goal and then the DM asking for a roll if the outcome is uncertain and fraught means there's never any 'but my character wouldn't have touched the alter when he investigated it' going on.

ETA: and @iserth said this earlier and more succinctly, and I missed it.
 


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