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Community
General Tabletop Discussion
*Dungeons & Dragons
Should players be aware of their own high and low rolls?
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<blockquote data-quote="Charlaquin" data-source="post: 8824515" data-attributes="member: 6779196"><p>Indeed, the player doesn’t know the outcome is certain when they make the decision to take the action. At your table or mine.</p><p></p><p>I don’t call for rolls when there aren’t immediate stakes. If you’re sneaking across the grounds, you’re sneaking across the grounds. When and if you run into something that might find you, I’ll ask for a check.</p><p></p><p>No one has yet given me an example where the context leading up to the roll doesn’t make the stakes clear. This problem is one you create for yourself by asking for rolls when there are no immediate stakes.</p><p></p><p>That’s the point. I want the player to have enough information to decide if they want to make the roll or not. Making decisions and feeling like you succeded or failed based on those decisions, rather than random chance, is what RPGs are all about (for me).</p><p></p><p>Nothing at all. I mean, looking takes time, and dungeons and other adventuring locations are dangerous places to spend time without making forward progress. But if a player wants to spend that time based on a hunch, or because they (incorrectly) thought something in the description sounded like it might indicate a trap or a hidden door or object? They’re more than welcome to do so.</p><p></p><p>If they took the time to do a thorough search, I think it’s more than reasonable for their character to be confident there’s nothing to be found by continuing to search. True, the character couldn’t be 100% sure, but they could easily be 99% sure. I’m comfortable abstracting that 1% uncertainty away for the sake of the benefits I’ve innumerated.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8824515, member: 6779196"] Indeed, the player doesn’t know the outcome is certain when they make the decision to take the action. At your table or mine. I don’t call for rolls when there aren’t immediate stakes. If you’re sneaking across the grounds, you’re sneaking across the grounds. When and if you run into something that might find you, I’ll ask for a check. No one has yet given me an example where the context leading up to the roll doesn’t make the stakes clear. This problem is one you create for yourself by asking for rolls when there are no immediate stakes. That’s the point. I want the player to have enough information to decide if they want to make the roll or not. Making decisions and feeling like you succeded or failed based on those decisions, rather than random chance, is what RPGs are all about (for me). Nothing at all. I mean, looking takes time, and dungeons and other adventuring locations are dangerous places to spend time without making forward progress. But if a player wants to spend that time based on a hunch, or because they (incorrectly) thought something in the description sounded like it might indicate a trap or a hidden door or object? They’re more than welcome to do so. If they took the time to do a thorough search, I think it’s more than reasonable for their character to be confident there’s nothing to be found by continuing to search. True, the character couldn’t be 100% sure, but they could easily be 99% sure. I’m comfortable abstracting that 1% uncertainty away for the sake of the benefits I’ve innumerated. [/QUOTE]
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Community
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Should players be aware of their own high and low rolls?
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