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Community
General Tabletop Discussion
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Should players be aware of their own high and low rolls?
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<blockquote data-quote="iserith" data-source="post: 8824531" data-attributes="member: 97077"><p>When it helps everyone have fun and contribute to an exciting, memorable story, it's good. When it doesn't do that, it's bad.</p><p></p><p></p><p>And in my game, once the die is cast, the situation changes to push toward the next decision point, perhaps via "progress combined with a setback" as I showed in my first post in this thread. Thus, there is no need to assume in the first place. This removes the incentive to "metagame" because it's pointless to do so.</p><p></p><p></p><p>The rules of the latest edition would disagree with you too, then. It does caution against "metagame thinking" for exactly the reasons I've also stated i.e. assumptions are risky. I remember thinking the way you do about this. It was a great relief when I stopped bothering about how other people make decisions for their own characters.</p><p></p><p></p><p>The DM controls so much of the game that often the "blame," such as it is, can be theirs. I already mentioned what the issue likely is a couple posts above - a failed ability check resulting in no obvious change in the situation. That's when you see the dogpiling you say you don't like. Instead, when those situations are likely to arise, just rule "progress combined with a setback" on a failed check.</p><p></p><p>But really, the underlying issue is one of your priors is that "metagaming is bad" which comes from older editions of the game up to and including D&D 3e, if memory serves. If you're not willing to consider that it actually doesn't matter at all, then it seems to me it's going to be very difficult for you to see any other point of view.</p></blockquote><p></p>
[QUOTE="iserith, post: 8824531, member: 97077"] When it helps everyone have fun and contribute to an exciting, memorable story, it's good. When it doesn't do that, it's bad. And in my game, once the die is cast, the situation changes to push toward the next decision point, perhaps via "progress combined with a setback" as I showed in my first post in this thread. Thus, there is no need to assume in the first place. This removes the incentive to "metagame" because it's pointless to do so. The rules of the latest edition would disagree with you too, then. It does caution against "metagame thinking" for exactly the reasons I've also stated i.e. assumptions are risky. I remember thinking the way you do about this. It was a great relief when I stopped bothering about how other people make decisions for their own characters. The DM controls so much of the game that often the "blame," such as it is, can be theirs. I already mentioned what the issue likely is a couple posts above - a failed ability check resulting in no obvious change in the situation. That's when you see the dogpiling you say you don't like. Instead, when those situations are likely to arise, just rule "progress combined with a setback" on a failed check. But really, the underlying issue is one of your priors is that "metagaming is bad" which comes from older editions of the game up to and including D&D 3e, if memory serves. If you're not willing to consider that it actually doesn't matter at all, then it seems to me it's going to be very difficult for you to see any other point of view. [/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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