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Community
General Tabletop Discussion
*Dungeons & Dragons
Should players be aware of their own high and low rolls?
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<blockquote data-quote="Thomas Shey" data-source="post: 8827305" data-attributes="member: 7026617"><p>Again, when? The other group is off doing something that takes 47 minutes before they get in trouble. At what point do they leave? (Again, remembering they don't know precisely when this happens). They ought to be able to give a time frame for that, right? If they do, the only way they'll pick the right time is dumb luck, otherwise they'll almost surely be either early (which is why you should find out when they're going to follow-up before you resolve the other group before you do, since it otherwise requires you to roll it back) or late (in which case it probably doesn't matter, and again, simply declaring they'd follow up after X time would have served the same purpose).</p><p></p><p></p><p></p><p>I'm disagreeing that its impossible to ignore information you have that the character doesn't in making a decision. If you insist it isn't, then, in practice we're using different definition because your definition of "influence" is so broad. Now its possible you're doing that because you're taking it as a given that<em> is </em>impossible, but it adds up to the same thing--we're working from different definitions.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8827305, member: 7026617"] Again, when? The other group is off doing something that takes 47 minutes before they get in trouble. At what point do they leave? (Again, remembering they don't know precisely when this happens). They ought to be able to give a time frame for that, right? If they do, the only way they'll pick the right time is dumb luck, otherwise they'll almost surely be either early (which is why you should find out when they're going to follow-up before you resolve the other group before you do, since it otherwise requires you to roll it back) or late (in which case it probably doesn't matter, and again, simply declaring they'd follow up after X time would have served the same purpose). I'm disagreeing that its impossible to ignore information you have that the character doesn't in making a decision. If you insist it isn't, then, in practice we're using different definition because your definition of "influence" is so broad. Now its possible you're doing that because you're taking it as a given that[I] is [/I]impossible, but it adds up to the same thing--we're working from different definitions. [/QUOTE]
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Should players be aware of their own high and low rolls?
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