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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="jgsugden" data-source="post: 8824547" data-attributes="member: 2629"><p>Didn't have time to read the whole thread, but in case nobody has mentioned it: You can often manage this through what I call 'Pivot Point' descriptions of results.</p><p></p><p>Let's say that your PC is trying to determine if an NPC is lying to them (which it is) and is about to roll an insight check. The DM has (through whatever means) determined the DC is 17. The PCs do not know the DC. When you roll the insight check the following things happen at the following ranges:</p><p></p><p>11 or below: You're unsure whether they're lying or not - they're hard for you to read in the moment.</p><p>12 to 15: You're not sure, but you think they're telling the truth.</p><p>16: You're pretty sure they're telling the truth.</p><p>17 to 19: You're not sure, but you think they're lying.</p><p>20+: You're pretty sure they're lying.</p><p></p><p>I've also seen DMs do a 'd20 shift' on the results. Players roll their d20. Then a DM rolls a (secret) d20. The DM then adds their d20 to the d20 result of the player. If the result is above 20, they subtract 20 from the result. This ends up 'shifting' the result the player rolled by a random number from 1 to 20. At first blush you may think this creates problems in the randomness of the result but it does not - it just hides from the player whether their roll was good or bad. Modifiers are applied after the modified roll is determined. I find this method to be cumbersome and not as much fun for the players, especially when their result was a naturally high result.</p><p></p><p>You can also use a dice tower that the player rolls into, but where only the DM can see the result.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8824547, member: 2629"] Didn't have time to read the whole thread, but in case nobody has mentioned it: You can often manage this through what I call 'Pivot Point' descriptions of results. Let's say that your PC is trying to determine if an NPC is lying to them (which it is) and is about to roll an insight check. The DM has (through whatever means) determined the DC is 17. The PCs do not know the DC. When you roll the insight check the following things happen at the following ranges: 11 or below: You're unsure whether they're lying or not - they're hard for you to read in the moment. 12 to 15: You're not sure, but you think they're telling the truth. 16: You're pretty sure they're telling the truth. 17 to 19: You're not sure, but you think they're lying. 20+: You're pretty sure they're lying. I've also seen DMs do a 'd20 shift' on the results. Players roll their d20. Then a DM rolls a (secret) d20. The DM then adds their d20 to the d20 result of the player. If the result is above 20, they subtract 20 from the result. This ends up 'shifting' the result the player rolled by a random number from 1 to 20. At first blush you may think this creates problems in the randomness of the result but it does not - it just hides from the player whether their roll was good or bad. Modifiers are applied after the modified roll is determined. I find this method to be cumbersome and not as much fun for the players, especially when their result was a naturally high result. You can also use a dice tower that the player rolls into, but where only the DM can see the result. [/QUOTE]
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Should players be aware of their own high and low rolls?
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