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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Should players be aware of their own high and low rolls?
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="Charlaquin" data-source="post: 8824319" data-attributes="member: 6779196"><p>You don’t have to tell the player that it’s guards. From your use of “prowling” I’m guessing you’re imagining a stealth situation? The context leading up to the check should make it clear that the character is in danger of being seen by something (same as how the context leading up to a perception check should make it clear there’s something to perceive, etc). You can just say “make a DC 14 Stealth check. On a failure something will hear you.” Simple.</p><p></p><p>If the outcome is certain, there shouldn’t be a roll in the first place. The nature of the dice roll insures that the player will not be certain of the outcome. But they should have some idea of what’s at stake and how likely they are to succeed, just as the character would.</p><p></p><p>Personally I don’t have any interest in judging the “authenticity” of anyone’s roleplaying. But even if I did, I don’t agree that telling the player the stakes gives them any more certainty than their character ought to have.</p><p></p><p>I’m not convinced there are any such moments.</p><p></p><p>Simply knowing the DC and stakes is not perfect information, because you don’t know what the result of the d20 roll will be.</p><p></p><p>“The DC is 15” only lets you know your odds of success. This bridges the gap between what the character should know (being aware of their own capabilities and being able to directly perceive the environment) and what the player can know (being limited to abstract game mechanics and the DM’s verbal description of the environment) in order to approximate the character’s ability to guess if they’ll be able to accomplish the task or not. The die roll represents (among other things) the possibility that the character’s assessment was wrong.</p><p></p><p>Or you cut right to the chase and say what the stakes and odds are. No risk of such misunderstandings, no need to “mulligan”</p><p>Anything.</p><p></p><p>Why not? No reason it can’t, and doing it that way has a lot of benefits, as I’ve already innumerated.</p><p></p><p>Just like with traps, if they’re looking for secret doors in the first place, they should already know there’s a secret door to be found, because they’ve picked up on something in the description of the environment that indicates it. If they mistakenly think they’ve picked up on something, no need to roll due to no chance of success. They just spend the necessary amount of time and fail to find anything. If they’re searching everywhere as part of their standard operating procedure, use a passive check, as the PHB recommends.</p><p></p><p>See the above paragraph.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8824319, member: 6779196"] You don’t have to tell the player that it’s guards. From your use of “prowling” I’m guessing you’re imagining a stealth situation? The context leading up to the check should make it clear that the character is in danger of being seen by something (same as how the context leading up to a perception check should make it clear there’s something to perceive, etc). You can just say “make a DC 14 Stealth check. On a failure something will hear you.” Simple. If the outcome is certain, there shouldn’t be a roll in the first place. The nature of the dice roll insures that the player will not be certain of the outcome. But they should have some idea of what’s at stake and how likely they are to succeed, just as the character would. Personally I don’t have any interest in judging the “authenticity” of anyone’s roleplaying. But even if I did, I don’t agree that telling the player the stakes gives them any more certainty than their character ought to have. I’m not convinced there are any such moments. Simply knowing the DC and stakes is not perfect information, because you don’t know what the result of the d20 roll will be. “The DC is 15” only lets you know your odds of success. This bridges the gap between what the character should know (being aware of their own capabilities and being able to directly perceive the environment) and what the player can know (being limited to abstract game mechanics and the DM’s verbal description of the environment) in order to approximate the character’s ability to guess if they’ll be able to accomplish the task or not. The die roll represents (among other things) the possibility that the character’s assessment was wrong. Or you cut right to the chase and say what the stakes and odds are. No risk of such misunderstandings, no need to “mulligan” Anything. Why not? No reason it can’t, and doing it that way has a lot of benefits, as I’ve already innumerated. Just like with traps, if they’re looking for secret doors in the first place, they should already know there’s a secret door to be found, because they’ve picked up on something in the description of the environment that indicates it. If they mistakenly think they’ve picked up on something, no need to roll due to no chance of success. They just spend the necessary amount of time and fail to find anything. If they’re searching everywhere as part of their standard operating procedure, use a passive check, as the PHB recommends. See the above paragraph. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Should players be aware of their own high and low rolls?
Top