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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="hawkeyefan" data-source="post: 8825073" data-attributes="member: 6785785"><p>The thing with lots of obstacles, traps being a primary example, is that the GM designs them to be a challenge for the players. That’s why they’re there. Yes, we apply a coat of fiction onto it… these ruins belonged to a culture that sought to guard the treasures within, etc… but the fact is we’re playing a game and the GM is creating obstacles for the players. </p><p></p><p>So why act like that’s not relevant? </p><p></p><p>As I’ve already mentioned, the details I share with players don’t correlate in a one to one way with the details available to the characters. What’s more important to me is that I inform the players in a manner sufficient to “equal” the amount of information that would be available yo the characters. And because what the players know is limited to what I communicate to them, I think it makes sense to give as much information to the players to make up for my imperfect and incomplete descriptions. </p><p></p><p>I understand that for some people, knowing a DC can be anti-immersive (or whatever we want to term it), but I dislike the assertion that’s true for everyone. It is not true for me and not for my players. </p><p></p><p>There is nothing bad about admitting that we’re playing a game, and to acknowledge the mechanics of the game. The GM certainly doesn’t think that way… holding players to a different standard in that regard seems odd. </p><p></p><p>Mechanics are representative.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8825073, member: 6785785"] The thing with lots of obstacles, traps being a primary example, is that the GM designs them to be a challenge for the players. That’s why they’re there. Yes, we apply a coat of fiction onto it… these ruins belonged to a culture that sought to guard the treasures within, etc… but the fact is we’re playing a game and the GM is creating obstacles for the players. So why act like that’s not relevant? As I’ve already mentioned, the details I share with players don’t correlate in a one to one way with the details available to the characters. What’s more important to me is that I inform the players in a manner sufficient to “equal” the amount of information that would be available yo the characters. And because what the players know is limited to what I communicate to them, I think it makes sense to give as much information to the players to make up for my imperfect and incomplete descriptions. I understand that for some people, knowing a DC can be anti-immersive (or whatever we want to term it), but I dislike the assertion that’s true for everyone. It is not true for me and not for my players. There is nothing bad about admitting that we’re playing a game, and to acknowledge the mechanics of the game. The GM certainly doesn’t think that way… holding players to a different standard in that regard seems odd. Mechanics are representative. [/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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