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<blockquote data-quote="Oofta" data-source="post: 7356585" data-attributes="member: 6801845"><p>Concerning the multiple rolls, if the target is close to dead, I'll ask them to give me damage one die at a time - even if they rolled everything together. Heck, I encourage people to roll ahead of time before it's even their turn.</p><p></p><p>Why? Because I want fast-paced action, and sitting there watching someone roll dice and add up numbers is boring. I'd rather have combat be fast and furious, full of a sense of danger, not an opportunity to check facebook while the fighter makes a dozen die rolls one at a time. I trust my players not to cheat. Because honestly unless they're being really egregious or obvious I'm not going to know. </p><p></p><p>When it comes to assisting or bonuses I prefer that they announce it ahead of time. But occasionally I get "I meant to give inspiration/help". If I think they were just temporarily distracted or weren't following what was going on I'll allow it. I might require a intelligence/wisdom check. That's different than Bob rolling bad and trying to retroactively adding a bonus. I want to promote a cooperative game where people help each other.</p><p></p><p>As far as assisting things like deception or diplomacy checks, have you never watched a movie/show where a pair of buddies work together to do the flim/flam? Practically every cop show eventually has a good cop/bad cop routine. </p><p></p><p>To summarize, resolving dice rolls faster is better. Working together is part of the fun. Anything I can do to encourage that just helps the group.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7356585, member: 6801845"] Concerning the multiple rolls, if the target is close to dead, I'll ask them to give me damage one die at a time - even if they rolled everything together. Heck, I encourage people to roll ahead of time before it's even their turn. Why? Because I want fast-paced action, and sitting there watching someone roll dice and add up numbers is boring. I'd rather have combat be fast and furious, full of a sense of danger, not an opportunity to check facebook while the fighter makes a dozen die rolls one at a time. I trust my players not to cheat. Because honestly unless they're being really egregious or obvious I'm not going to know. When it comes to assisting or bonuses I prefer that they announce it ahead of time. But occasionally I get "I meant to give inspiration/help". If I think they were just temporarily distracted or weren't following what was going on I'll allow it. I might require a intelligence/wisdom check. That's different than Bob rolling bad and trying to retroactively adding a bonus. I want to promote a cooperative game where people help each other. As far as assisting things like deception or diplomacy checks, have you never watched a movie/show where a pair of buddies work together to do the flim/flam? Practically every cop show eventually has a good cop/bad cop routine. To summarize, resolving dice rolls faster is better. Working together is part of the fun. Anything I can do to encourage that just helps the group. [/QUOTE]
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