Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Players: Why Do You Want to Roll a d20?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Imaculata" data-source="post: 7794812" data-attributes="member: 6801286"><p>One of the things I try to do often, is tell my players up front what the consequences 'could be' of failure, before they make their roll. That way the players can decide for themselves if it is worth the risk.</p><p></p><p>For example: The players encounter a steep cliff with the entrance to an ancient city halfway down the cliff (this situation actually came up during my current campaign). I describe that the sea below the cliff seems pretty rough, it's windy, and there are sharp rocks down below.</p><p></p><p><strong>Player:</strong> Can we climb down?</p><p><strong>DM: </strong>You can sure try, but it is a steep wall with few handholds and you'll be battered by the wind while doing it. If you fail, you will meet up close and personal with those nasty looking sharp rocks I mentioned earlier. You will need to make a climb check.</p><p><strong>Player:</strong> What if I tie a rope around a nearby tree, and secure it safely around my waist?</p><p><strong>DM:</strong> That will require a Use Rope check, and if successful it should make climbing down a lot easier. It will still require a climb check, but I'll lower the DC. There's plenty of rocks or trees that you could tie the rope around.</p><p><strong>Player:</strong> (Rolls really bad for their Use Rope) Uh oh.... I ehm... I pull it a couple of times, making sure it is secure.</p><p><strong>DM:</strong> It seems secure enough... (evil smile)</p><p><strong>Player:</strong> Crap... Ok, here goes... I climb down using the rope.</p><p><strong>DM:</strong> The wind tosses you around a bit and the rope scratches back and forth along the sharp rocks... but eventually you arrive at the entrance of the city unscathed.</p><p><strong>Player:</strong> Oh thank god!</p><p></p><p>Of course, what the players didn't realize at this point was that I was messing with their knowledge that it was a bad roll. I had however decided that the rope would only snap if two or more people tried to descend at the same time... which eventually happened as they got overconfident of the safety of the rope. As the rope suddenly snapped, it required quick reflexes and strength checks from nearby players to save their friends.</p><p></p><p>So this is a perfect example of how I tell my players upfront what the risks and checks involved are, and I allow them to change their mind, or add extra detail to their declarated action. But I don't always tell them what is required for failure, because having metagame knowledge of a bad roll and having that uncertainty can add a lot of suspense. Sometimes I tell my players the DC and sometimes I don't. It depends if the situation is more or less suspenseful if they know the DC. In this case I didn't, and the uncertainty really added to the scene.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7794812, member: 6801286"] One of the things I try to do often, is tell my players up front what the consequences 'could be' of failure, before they make their roll. That way the players can decide for themselves if it is worth the risk. For example: The players encounter a steep cliff with the entrance to an ancient city halfway down the cliff (this situation actually came up during my current campaign). I describe that the sea below the cliff seems pretty rough, it's windy, and there are sharp rocks down below. [B]Player:[/B] Can we climb down? [B]DM: [/B]You can sure try, but it is a steep wall with few handholds and you'll be battered by the wind while doing it. If you fail, you will meet up close and personal with those nasty looking sharp rocks I mentioned earlier. You will need to make a climb check. [B]Player:[/B] What if I tie a rope around a nearby tree, and secure it safely around my waist? [B]DM:[/B] That will require a Use Rope check, and if successful it should make climbing down a lot easier. It will still require a climb check, but I'll lower the DC. There's plenty of rocks or trees that you could tie the rope around. [B]Player:[/B] (Rolls really bad for their Use Rope) Uh oh.... I ehm... I pull it a couple of times, making sure it is secure. [B]DM:[/B] It seems secure enough... (evil smile) [B]Player:[/B] Crap... Ok, here goes... I climb down using the rope. [B]DM:[/B] The wind tosses you around a bit and the rope scratches back and forth along the sharp rocks... but eventually you arrive at the entrance of the city unscathed. [B]Player:[/B] Oh thank god! Of course, what the players didn't realize at this point was that I was messing with their knowledge that it was a bad roll. I had however decided that the rope would only snap if two or more people tried to descend at the same time... which eventually happened as they got overconfident of the safety of the rope. As the rope suddenly snapped, it required quick reflexes and strength checks from nearby players to save their friends. So this is a perfect example of how I tell my players upfront what the risks and checks involved are, and I allow them to change their mind, or add extra detail to their declarated action. But I don't always tell them what is required for failure, because having metagame knowledge of a bad roll and having that uncertainty can add a lot of suspense. Sometimes I tell my players the DC and sometimes I don't. It depends if the situation is more or less suspenseful if they know the DC. In this case I didn't, and the uncertainty really added to the scene. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Players: Why Do You Want to Roll a d20?
Top