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Players Self-Assigning Rolls
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<blockquote data-quote="Charlaquin" data-source="post: 7297425" data-attributes="member: 6779196"><p>As do I. I just do it by making failure cost something - usually time, which means more risk of random encounters - or if there is no time pressure, then by allowing the player to succeed.</p><p></p><p></p><p>I don’t allow endless retries. I attempt to insure that retries carry a risk or expend a resource, and if circumstances don’t allow for that, I skip the roll and montage over the process. That said, what determines success or failure in a no-pressure situation is your choices. If you approach something in a way that has a realistic chance of succeeding and no pressure if you don’t succeed quickly, then yeah, of course random chance doesn’t enter the equation. Repetition will eventually brute force through those random factors, so limiting a player by saying “that unlucky roll was the best you could do” is artificial. I could have done better if I’d gotten luckier, and in-Universe there’s nothing that should be preventing me from trying until I get lucker.</p><p></p><p></p><p>Yep, that’s the usual counter-argument for my open-rolls approach. Frankly, I don’t really care about that. If I called for a dice roll, you already know that means I thought your approach had a reasonable chance of succeeding in achieving your goal, a reasonable chance of failing to achieve your goal, and a cost or consequence for failing to achieve your goal. What more is really gained or lost by knowing you rolled low? If you’re rolling at all you already know the DC is low enough you can succeed, but you risk something by trying. Depending on the context, you have a pretty good chance of knowing what the risk is. At that point, all thats seeing your roll result does is gives you an idea how well your character feels they did on that attempt, which helps you decide if you want to risk trying the same thing again, going for a different approach, or moving on. And I’m fine with that. For me, the gameplay experience this style of action resolution creates is well worth the tradeoff of giving the players a bit of out of character information they can use to inform their decisions. Informed decisions with meaningful consequences are, for me, what makes D&D worth playing.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7297425, member: 6779196"] As do I. I just do it by making failure cost something - usually time, which means more risk of random encounters - or if there is no time pressure, then by allowing the player to succeed. I don’t allow endless retries. I attempt to insure that retries carry a risk or expend a resource, and if circumstances don’t allow for that, I skip the roll and montage over the process. That said, what determines success or failure in a no-pressure situation is your choices. If you approach something in a way that has a realistic chance of succeeding and no pressure if you don’t succeed quickly, then yeah, of course random chance doesn’t enter the equation. Repetition will eventually brute force through those random factors, so limiting a player by saying “that unlucky roll was the best you could do” is artificial. I could have done better if I’d gotten luckier, and in-Universe there’s nothing that should be preventing me from trying until I get lucker. Yep, that’s the usual counter-argument for my open-rolls approach. Frankly, I don’t really care about that. If I called for a dice roll, you already know that means I thought your approach had a reasonable chance of succeeding in achieving your goal, a reasonable chance of failing to achieve your goal, and a cost or consequence for failing to achieve your goal. What more is really gained or lost by knowing you rolled low? If you’re rolling at all you already know the DC is low enough you can succeed, but you risk something by trying. Depending on the context, you have a pretty good chance of knowing what the risk is. At that point, all thats seeing your roll result does is gives you an idea how well your character feels they did on that attempt, which helps you decide if you want to risk trying the same thing again, going for a different approach, or moving on. And I’m fine with that. For me, the gameplay experience this style of action resolution creates is well worth the tradeoff of giving the players a bit of out of character information they can use to inform their decisions. Informed decisions with meaningful consequences are, for me, what makes D&D worth playing. [/QUOTE]
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