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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="Lanefan" data-source="post: 8826225" data-attributes="member: 29398"><p>Let's take a very common situation: two scouts go off to do their thing while the other four non-sneaky types wait behind. Nobody has scrying capabilities.</p><p></p><p>If they set a rough time limit between them before the scouts left e.g. "If we're not back in an hour, come bail us out" then after punting the scouts' players into another room I'd ask the rest "Do you wait the full hour?" If I get back "Yes" then they've just committed to staying put and waiting that long. If no, or if no time was pre-set, I'll ask "How long are you giving the scouts before you get concerned?" and get them to commit to a time period. No take-backs - if you commit to staying put, that's what you're gonna do unless something happens at your end (e.g. a wandering monster or other headache) to change this.</p><p></p><p>And if you don't commit to staying put for any time then I need to know what you intend to do next, and where you're going.</p><p></p><p>Then, I go to the scouts' players, usually safe in the knowledge of how much in-game time they and I have to work with before I have to worry about what the rest are doing, and DM their scouting trip. If the scouts don't make it back in the pre-agreed time, or if something happens before then that the rest might notice, I'll go back to the waiting group, narrate anything that needs narrating, and ask what they do next and for how long. If the waiting group decide to get on the move then - unless the scouts are now immobile - I have to worry about who is where when, meaning I probably have to bounce back and forth much more often until they either meet up or learn of each other's fates.</p><p></p><p>Where this can get really hairy is when the party are - intentionally or otherwise - split into multiple groups or individuals, more so if they're all potentially on the move.</p><p></p><p>Edit - typos</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8826225, member: 29398"] Let's take a very common situation: two scouts go off to do their thing while the other four non-sneaky types wait behind. Nobody has scrying capabilities. If they set a rough time limit between them before the scouts left e.g. "If we're not back in an hour, come bail us out" then after punting the scouts' players into another room I'd ask the rest "Do you wait the full hour?" If I get back "Yes" then they've just committed to staying put and waiting that long. If no, or if no time was pre-set, I'll ask "How long are you giving the scouts before you get concerned?" and get them to commit to a time period. No take-backs - if you commit to staying put, that's what you're gonna do unless something happens at your end (e.g. a wandering monster or other headache) to change this. And if you don't commit to staying put for any time then I need to know what you intend to do next, and where you're going. Then, I go to the scouts' players, usually safe in the knowledge of how much in-game time they and I have to work with before I have to worry about what the rest are doing, and DM their scouting trip. If the scouts don't make it back in the pre-agreed time, or if something happens before then that the rest might notice, I'll go back to the waiting group, narrate anything that needs narrating, and ask what they do next and for how long. If the waiting group decide to get on the move then - unless the scouts are now immobile - I have to worry about who is where when, meaning I probably have to bounce back and forth much more often until they either meet up or learn of each other's fates. Where this can get really hairy is when the party are - intentionally or otherwise - split into multiple groups or individuals, more so if they're all potentially on the move. Edit - typos [/QUOTE]
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Should players be aware of their own high and low rolls?
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