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Pre-Rolling Certain Opposed Checks
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<blockquote data-quote="jgsugden" data-source="post: 7583105" data-attributes="member: 2629"><p>For decades I have been pinning up a series or random numbers on my DM screen. The sheet has a section with percentile dice and a section with d20s. Whenever I need a d20 roll - for any purpose, but I do not want to tip that it was necessary, I look at the next number on the sheet that I have not seen and use it for the roll. </p><p></p><p>New players often raise that they don't like that they are not rolling the dice. I point out that it is still random, and that I have a track record of it working well. Some players never like it too much, but it has never been a deal breaker and it allows me to weave a better story for the group, so I stick with it.</p><p></p><p>However, there have been times when there was a 'make or break' roll where the result of the die roll will change the campaig significantly. For those, I ask the player to roll, and always give them at least a hint as to why they are rolling. When everything is on the line, I'd rather have there be a bit too much player knowledge than see them feel like they're not part of the major moments.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7583105, member: 2629"] For decades I have been pinning up a series or random numbers on my DM screen. The sheet has a section with percentile dice and a section with d20s. Whenever I need a d20 roll - for any purpose, but I do not want to tip that it was necessary, I look at the next number on the sheet that I have not seen and use it for the roll. New players often raise that they don't like that they are not rolling the dice. I point out that it is still random, and that I have a track record of it working well. Some players never like it too much, but it has never been a deal breaker and it allows me to weave a better story for the group, so I stick with it. However, there have been times when there was a 'make or break' roll where the result of the die roll will change the campaig significantly. For those, I ask the player to roll, and always give them at least a hint as to why they are rolling. When everything is on the line, I'd rather have there be a bit too much player knowledge than see them feel like they're not part of the major moments. [/QUOTE]
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