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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="Lanefan" data-source="post: 8825258" data-attributes="member: 29398"><p>While I completely agree with your overall point I think you badly miss on a few of your examples:</p><p></p><p>This one is on the DM. The rest of the players simply should not know what the Thief found or did until and unless the Thief decides to tell them in-character - what the Thief did by himself should have been handled by secret note at the table, or in another real-world room.</p><p></p><p>Put another way, characters have to be given the opportunity to lie if they want to. Or, and this is even more important, the opportunity to honestly forget to report something vital, or to over/under-emphasize the wrong things. Scout returns, excited: "<em>Guys, there's three giants around the next corner, they're just sittin' there taking it easy - we could get the drop on 'em if we hurry! Let's go!</em>". The scout (and the scout's player) got so wound up about the giants he completely forgot to mention the pit trap he found halfway down the hall.</p><p></p><p>This is anything but metagaming - in fact, it's the opposite: it's exactly what the characters would try to do were they real and had a sense of self-preservation.</p><p></p><p>The waves-of-enemies solution is more metagamey than the nova-rest cycle, in my view.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8825258, member: 29398"] While I completely agree with your overall point I think you badly miss on a few of your examples: This one is on the DM. The rest of the players simply should not know what the Thief found or did until and unless the Thief decides to tell them in-character - what the Thief did by himself should have been handled by secret note at the table, or in another real-world room. Put another way, characters have to be given the opportunity to lie if they want to. Or, and this is even more important, the opportunity to honestly forget to report something vital, or to over/under-emphasize the wrong things. Scout returns, excited: "[I]Guys, there's three giants around the next corner, they're just sittin' there taking it easy - we could get the drop on 'em if we hurry! Let's go![/I]". The scout (and the scout's player) got so wound up about the giants he completely forgot to mention the pit trap he found halfway down the hall. This is anything but metagaming - in fact, it's the opposite: it's exactly what the characters would try to do were they real and had a sense of self-preservation. The waves-of-enemies solution is more metagamey than the nova-rest cycle, in my view. [/QUOTE]
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Should players be aware of their own high and low rolls?
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