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Community
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="hawkeyefan" data-source="post: 8826570" data-attributes="member: 6785785"><p>It depends on the situation, I suppose. I was picturing a split party to search different areas of a dungeon or similar location, but not having a specific task to perform, or post to maintain. In a case like I was picturing, I'd simply let it happen. What's the worst that happens? The player gets to take part in what is happening with the other group. </p><p></p><p>In a case where each group has a specific task to do or something like that, then I'd let the player go back to the other group, but would frame it as a choice. "Do you want to abandon your task and go check in on the other group? If so, then what you're doing here will be more difficult to accomplish without you."</p><p></p><p>Give the player a difficult choice and let them choose and deal with the repercussions. </p><p></p><p>I just don't see the advantage to blocking player-declared actions in this way. It almost always involves blocking something that could conceivably happen. </p><p></p><p></p><p></p><p>I think it depends. It seems that for those of us who aren't as concerned about it, it comes up far less frequently. Or perhaps a better way to describe it is that it comes up, but we don't see it as problematic. </p><p></p><p>For people who seem to think it is an issue, it seems that it comes up quite often because "players can't help themselves" and so on.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8826570, member: 6785785"] It depends on the situation, I suppose. I was picturing a split party to search different areas of a dungeon or similar location, but not having a specific task to perform, or post to maintain. In a case like I was picturing, I'd simply let it happen. What's the worst that happens? The player gets to take part in what is happening with the other group. In a case where each group has a specific task to do or something like that, then I'd let the player go back to the other group, but would frame it as a choice. "Do you want to abandon your task and go check in on the other group? If so, then what you're doing here will be more difficult to accomplish without you." Give the player a difficult choice and let them choose and deal with the repercussions. I just don't see the advantage to blocking player-declared actions in this way. It almost always involves blocking something that could conceivably happen. I think it depends. It seems that for those of us who aren't as concerned about it, it comes up far less frequently. Or perhaps a better way to describe it is that it comes up, but we don't see it as problematic. For people who seem to think it is an issue, it seems that it comes up quite often because "players can't help themselves" and so on. [/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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