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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="Charlaquin" data-source="post: 8825873" data-attributes="member: 6779196"><p>Exactly. And, I can see why to many, this may be reason to tell the players the DCs and/or let them see their roll results <em>some of the time</em> but not <em>all of the time</em>. I fully acknowledge that there may well be cases when it doesn’t make sense for the character to be able to make a good assessment of how difficult a task might be, or how well they did on a task they’ve attempted. It’s just that, the way I set up challenges and resolve actions, those cases just don’t really come up. Now, that’s in part because I think the player experience is overall more enjoyable when you have that kind of information, so I prioritize making it plausible for the players to have it more than making it implausible. I get the impression that some DMs actively prioritize creating situations where it’s implausible, in order to combat metagaming. In fact, I used to do so myself. But what I found was that when I stopped trying to prevent metagaming, it stopped being a problem. Not to say that players stopped making decisions that were influenced by out-of-character factors, just that whatever bad things I was afraid would happen because of those factors never materialized. The game got a lot more fun when I stopped caring <em>why</em> a player made any particular decision and just focused on letting <em>what</em> they decided to do play out as it would.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8825873, member: 6779196"] Exactly. And, I can see why to many, this may be reason to tell the players the DCs and/or let them see their roll results [I]some of the time[/I] but not [I]all of the time[/I]. I fully acknowledge that there may well be cases when it doesn’t make sense for the character to be able to make a good assessment of how difficult a task might be, or how well they did on a task they’ve attempted. It’s just that, the way I set up challenges and resolve actions, those cases just don’t really come up. Now, that’s in part because I think the player experience is overall more enjoyable when you have that kind of information, so I prioritize making it plausible for the players to have it more than making it implausible. I get the impression that some DMs actively prioritize creating situations where it’s implausible, in order to combat metagaming. In fact, I used to do so myself. But what I found was that when I stopped trying to prevent metagaming, it stopped being a problem. Not to say that players stopped making decisions that were influenced by out-of-character factors, just that whatever bad things I was afraid would happen because of those factors never materialized. The game got a lot more fun when I stopped caring [I]why[/I] a player made any particular decision and just focused on letting [I]what[/I] they decided to do play out as it would. [/QUOTE]
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Should players be aware of their own high and low rolls?
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