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General Tabletop Discussion
*Dungeons & Dragons
Should players be aware of their own high and low rolls?
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<blockquote data-quote="DND_Reborn" data-source="post: 8824124" data-attributes="member: 6987520"><p>I have used a rule which helps this a lot and maybe you can try it?</p><p></p><p>When the player rolls something like bluffing the guard, <em>I</em> also roll a d6. If I roll even, the roll stands. If I roll odd, I reverse the roll. I don't do this until after I describe what is happening and the players have to choose.</p><p></p><p>To use your example:</p><p></p><p><strong>DM</strong>: (GUARD) "<em><strong>What are you doing here?</strong></em>"</p><p><strong>Player 1:</strong> We'll try to bluff him! "<em><strong>We’re just a group of humble travelers seeking refuge for the night.</strong></em>"</p><p><strong>DM</strong>: Ok, roll your Charisma (Deception) check.</p><p><strong>Player 1</strong>: Ahh... hmm... well, I rolled a 3, and with my +5 bonus that is just an 8.</p><p><strong>DM</strong>: The guard turns around and starts to call out to someone in the gatehouse. What do you do?</p><p><span style="color: rgb(184, 49, 47)"><strong>(At this point, I roll the d6, getting a 3, meaning I reverse the 3 on the player's roll to a 18, for a total of 23! Easily a success against the DC 10 I had applied for bluffing the guard.)</strong></span></p><p><strong>Player 1</strong>: Crap! Ok, I think I failed everyone. Wizard, cast <em>charm person</em> quick!</p><p><strong>Player 2</strong> (Wizard): Alright, I cast <em>charm person</em> then...</p><p></p><p>With this idea, you can give additional information without directly revealing whether their roll was a success or not.</p><p></p><p>The other option I do sometimes is just have the player roll behind my DM screen so they cannot see the roll. Using passive scores is also a good compromise if everyone is comfortable with it.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8824124, member: 6987520"] I have used a rule which helps this a lot and maybe you can try it? When the player rolls something like bluffing the guard, [I]I[/I] also roll a d6. If I roll even, the roll stands. If I roll odd, I reverse the roll. I don't do this until after I describe what is happening and the players have to choose. To use your example: [B]DM[/B]: (GUARD) "[I][B]What are you doing here?[/B][/I]" [B]Player 1:[/B] We'll try to bluff him! "[I][B]We’re just a group of humble travelers seeking refuge for the night.[/B][/I]" [B]DM[/B]: Ok, roll your Charisma (Deception) check. [B]Player 1[/B]: Ahh... hmm... well, I rolled a 3, and with my +5 bonus that is just an 8. [B]DM[/B]: The guard turns around and starts to call out to someone in the gatehouse. What do you do? [COLOR=rgb(184, 49, 47)][B](At this point, I roll the d6, getting a 3, meaning I reverse the 3 on the player's roll to a 18, for a total of 23! Easily a success against the DC 10 I had applied for bluffing the guard.)[/B][/COLOR] [B]Player 1[/B]: Crap! Ok, I think I failed everyone. Wizard, cast [I]charm person[/I] quick! [B]Player 2[/B] (Wizard): Alright, I cast [I]charm person[/I] then... With this idea, you can give additional information without directly revealing whether their roll was a success or not. The other option I do sometimes is just have the player roll behind my DM screen so they cannot see the roll. Using passive scores is also a good compromise if everyone is comfortable with it. [/QUOTE]
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Should players be aware of their own high and low rolls?
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