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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="Redneckomancer" data-source="post: 8827874" data-attributes="member: 7038172"><p>This whole video game analogy is kinda bunk from the start because, unless you're doing an old school con tournament, D&D isn't a 1 vs all competitive game? Maybe use Overcooked! or World of Warcraft raids or something.</p><p></p><p>Also 'metagaming is an unfair advantage'. Unfair for who, advantage against who? Unless you're a very adversarial DM I don't really understand this idea at all.</p><p>Anyway, back to the OP, I've been running a multitude of games for about 20 years and really this idea of "no secret rolls, player knows every roll right in front of them by default" is something I've only seen from people who started and only play 5e. Not saying its bad or anything, it's just interesting. It's also very interesting to me that this idea is also coupled with the idea of Metagaming being inherently bad.</p><p>Sorry if this has been brought up already (38 pages in 3 days tells me there's probably a lot of nonsense like this current video game tangent so) but can you, CreamCloud, personally explain in your own words why Metagaming is inherently bad? If you can't I'd probably stop worrying about it and just roll stuff based on what keeps the game moving and playable.</p><p>I used to believe that too because I'd seen so many <em>general</em> and <em>hypothetical</em> examples of metagaming being bad, but every time someone brought up a <em>specific</em> from-the-table example of metagaming being bad, it always turned out to be just someone (player or DM) being a dick, and metagaming was just one vector for them to be a dick. Or it just didn't look like a problem to me at all, for example the Troll vs Fire thing: What's the worst that happens? The players kill the troll 2 rounds earlier than expected? Oh nooooooo game ruined</p><p>That's when I, personally, stopped caring if someone metagamed, specifically, and just thought about why they did something and if it actually ruined the game for everyone involved.</p><p>Personally yeah, I use a lot of secret rolls and passive stats (not just perception either, you can add 10 to any skill and it becomes a Passive score fancy that). I also noticed that in general I call for way less rolls than my 5e players expect anyway and just let them have info or whatever, with particular emphasis on what's trained vs untrained, backgrounds, origin, and what things the player specifically says they're doing (you can't get away with just asking "can I roll Insight?" in my games, sorry. I need specific actions to adjudicate.)</p><p>Also, as I get older, I'm just too tired to care. We're all stressed out and have so little time to play, If you know there's a magic sword down the left hallway, sure bud, go grab that, it'll come in handy. Gotta keep things moving.</p></blockquote><p></p>
[QUOTE="Redneckomancer, post: 8827874, member: 7038172"] This whole video game analogy is kinda bunk from the start because, unless you're doing an old school con tournament, D&D isn't a 1 vs all competitive game? Maybe use Overcooked! or World of Warcraft raids or something. Also 'metagaming is an unfair advantage'. Unfair for who, advantage against who? Unless you're a very adversarial DM I don't really understand this idea at all. Anyway, back to the OP, I've been running a multitude of games for about 20 years and really this idea of "no secret rolls, player knows every roll right in front of them by default" is something I've only seen from people who started and only play 5e. Not saying its bad or anything, it's just interesting. It's also very interesting to me that this idea is also coupled with the idea of Metagaming being inherently bad. Sorry if this has been brought up already (38 pages in 3 days tells me there's probably a lot of nonsense like this current video game tangent so) but can you, CreamCloud, personally explain in your own words why Metagaming is inherently bad? If you can't I'd probably stop worrying about it and just roll stuff based on what keeps the game moving and playable. I used to believe that too because I'd seen so many [I]general[/I] and [I]hypothetical[/I] examples of metagaming being bad, but every time someone brought up a [I]specific[/I] from-the-table example of metagaming being bad, it always turned out to be just someone (player or DM) being a dick, and metagaming was just one vector for them to be a dick. Or it just didn't look like a problem to me at all, for example the Troll vs Fire thing: What's the worst that happens? The players kill the troll 2 rounds earlier than expected? Oh nooooooo game ruined That's when I, personally, stopped caring if someone metagamed, specifically, and just thought about why they did something and if it actually ruined the game for everyone involved. Personally yeah, I use a lot of secret rolls and passive stats (not just perception either, you can add 10 to any skill and it becomes a Passive score fancy that). I also noticed that in general I call for way less rolls than my 5e players expect anyway and just let them have info or whatever, with particular emphasis on what's trained vs untrained, backgrounds, origin, and what things the player specifically says they're doing (you can't get away with just asking "can I roll Insight?" in my games, sorry. I need specific actions to adjudicate.) Also, as I get older, I'm just too tired to care. We're all stressed out and have so little time to play, If you know there's a magic sword down the left hallway, sure bud, go grab that, it'll come in handy. Gotta keep things moving. [/QUOTE]
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Should players be aware of their own high and low rolls?
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