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="Oofta" data-source="post: 8824961" data-attributes="member: 6801845"><p>But even telling the DC would bug me. I don't want to know the DC ahead of time, it would take away from the tension and turn it into a calculation.</p><p></p><p>If it’s going to take time I might communicate that ahead of time but it wouldn't automatically be "it will take ten minutes". If they try to disarm a particularly difficult trap, I'd have them roll and base the results on that. Once they start it may be "this is going to take a bit to disarm" if they want to know how long that could require another investigation check. </p><p></p><p>Let's take picking a lock as a real world example. Sometimes you can open a lock quickly, in just a few seconds. Most mundane locks can be picked given enough time, with locksmiths saying it can take up to a half hour or so. The result of the check to pick the lock indicates how long it will take, roll high enough, you get it right away. Roll low and it's going to take a while</p><p></p><p>Once picking the lock doesn't work immediately I'll let the player know. But they <em>don't </em>know exactly how long it will take, it could take 5 minutes it could take half an hour, I may do a hidden secondary roll at this point to determine that. Perhaps the lock will <em>never</em> open because it's a fake lock simply designed to slow them down and they didn't do or failed an investigation check to notice the alarm trigger.</p><p></p><p>So I'd handle that as "It doesn't open immediately, you know sometimes locks can take quite a while to pick. Do you want to continue, and for how long?" Typically we'll go in intervals after that, starting at "It's been 5 minutes, continue?" I'd probably increase the increment and after a half hour has passed if it's a fake lock "You really think it should have opened by now but maybe it's just particularly difficult?"</p><p></p><p>In case of traps either it works immediately because they find the button that disables it. Other times I handle it somewhat like a skill challenge in that I'd probably have some intermediate rolls. If I make it a complex trap it may require multiple people and skills. What I <em>wouldn't </em>tell them is that as they start to disarm the trap that they will trigger a block that's going to start descending that they can hold for a moment but that someone strong needs to hold for a minute or some other solution like a spell. Then if it's a particularly devious trap a valve opens on the other side of the room where someone else has to figure out how to shut it off because the rogue needs to keep their hand on the lever he's trying to reset and so on.</p><p></p><p>With most of the checks, nobody knows ahead of time how much effort is required. They just know the block is descending, the valve is opening but there seems to be some writing on it and so on. Give clues as to what's going on, but he clues are going to be from the perspective of the PCs. </p><p></p><p>Since traps don't have a glowing set of numbers over them, the PCs don't know what the target is or the results. They only know what the PC knows. At least that's what works for me.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8824961, member: 6801845"] But even telling the DC would bug me. I don't want to know the DC ahead of time, it would take away from the tension and turn it into a calculation. If it’s going to take time I might communicate that ahead of time but it wouldn't automatically be "it will take ten minutes". If they try to disarm a particularly difficult trap, I'd have them roll and base the results on that. Once they start it may be "this is going to take a bit to disarm" if they want to know how long that could require another investigation check. Let's take picking a lock as a real world example. Sometimes you can open a lock quickly, in just a few seconds. Most mundane locks can be picked given enough time, with locksmiths saying it can take up to a half hour or so. The result of the check to pick the lock indicates how long it will take, roll high enough, you get it right away. Roll low and it's going to take a while Once picking the lock doesn't work immediately I'll let the player know. But they [I]don't [/I]know exactly how long it will take, it could take 5 minutes it could take half an hour, I may do a hidden secondary roll at this point to determine that. Perhaps the lock will [I]never[/I] open because it's a fake lock simply designed to slow them down and they didn't do or failed an investigation check to notice the alarm trigger. So I'd handle that as "It doesn't open immediately, you know sometimes locks can take quite a while to pick. Do you want to continue, and for how long?" Typically we'll go in intervals after that, starting at "It's been 5 minutes, continue?" I'd probably increase the increment and after a half hour has passed if it's a fake lock "You really think it should have opened by now but maybe it's just particularly difficult?" In case of traps either it works immediately because they find the button that disables it. Other times I handle it somewhat like a skill challenge in that I'd probably have some intermediate rolls. If I make it a complex trap it may require multiple people and skills. What I [I]wouldn't [/I]tell them is that as they start to disarm the trap that they will trigger a block that's going to start descending that they can hold for a moment but that someone strong needs to hold for a minute or some other solution like a spell. Then if it's a particularly devious trap a valve opens on the other side of the room where someone else has to figure out how to shut it off because the rogue needs to keep their hand on the lever he's trying to reset and so on. With most of the checks, nobody knows ahead of time how much effort is required. They just know the block is descending, the valve is opening but there seems to be some writing on it and so on. Give clues as to what's going on, but he clues are going to be from the perspective of the PCs. Since traps don't have a glowing set of numbers over them, the PCs don't know what the target is or the results. They only know what the PC knows. At least that's what works for me. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Should players be aware of their own high and low rolls?
Top