I find it weird how so many people don't trust their DM.
Most of the people you're talking about are DMs. It's a matter of playstyle.
I find it weird how so many people don't trust their DM.
Just because they might also DM doesn't make it less weird that they don't trust their DM.Most of the people you're talking about are DMs. It's a matter of playstyle.
I vote yes, but I absolutely reserve the right to use hidden rolls in setting-appropriate circumstances, as the OP indicated.We''ll assume for this question that a DM rolling in the open can occasionally roll behind the screen, e.g. for stealth or other rolls that are preferably concealed.
But for the vast majority of rolls, they roll in front of the players: init, attack rolls, damage, saving throws, most skill checks, ...
On the contrary, it means that we know each other's shenanigans.Just because they might also DM doesn't make it less weird that they don't trust their DM.
This is actually a better answer.The question posed is 'Should the DM roll out in the open'... in other words is this something all DMs are meant to be doing? Thus my answer is an easy 'No'-- there is no 'Should' in this instance. Some DMs can do so... while some DMs can choose not to. But there should not be a requirement either way. Doing one or the other exclusively does not make for a better game at every table.
Are there valid reasons to do so? Absolutely. Are there valid reasons not to do so? Also absolutely. There is no singular answer that applies to every table and every game across the entire gamut of D&D players, and thus the question to me has an easy response.
In all fairness, "should" does indicate a non-subjective stance, or at least one encompassing more than just yourself.Why is it that some folks absolutely must argue the "should" when it is obvious by context that no attempt to set down a universal doctrine is being made?
The poster is asking you what you do. Why not just answer the question that is asked?
For my part: i am a "all combat rolls in the open" type GM, and most other rolls. I will use players rolling in the tower (ie they are rolling hut they don't know what they got) when using a VTT that has that capability, but at the table I usually have them roll things like perception in the open (but not necessarily against a revealed DC).
I agree that death saves should be a secret roll. Hard to get players on board with that though, since it's all they get to do on their turn.We also roll death saves in secret often to build up the suspense of not knowing how someone is doing. I do give descriptions, particularly if a 1 is rolled.
However, unless immediately pressed by the PCS, I have many creatures double-tap downed PCs to kill them instantly. That might sound harsh, but in a world were the dead can virtually get back up and into the fight, taking a round or two to make sure that isn't likely to happen seems worth it.
Players quickly learn to get to the aid of others, or at least get them out of immediate danger--as it should be IMO.
The acronym "RPG" pretty clearly indicates that the roleplaying comes first.I feel like this discussion usually simplifies into a discussion between those that prefer to focus on the "game" aspect of RPGs (roll in the open) and those that focus more on role-playing/storytelling (those that want a shield with which to fudge). As said, that is a generalization but I think it is more often true than not.
To me, even when we are engaged in a deliberate act of storytelling, RPGs are fundamentally games first, and one of the unique and interesting aspect of (most) RPGs is how the uncertainty built into dice informs the story aspect. I want the dice to surprise me, and I like to play games where the dice have a lot of input in the outcome of things.
I'm not familiar with Fiasco. Where's the "game" part?Fudging (as is usually used in a D&D context) is not possible in Fiasco because the dice that are there are used purely during character creation, and one die at the end of each roleplay scene is used to indicate whether the protagonist of the scene does or does not get what they want at the end of it. And there always always plenty of both types to hand to the player that indicates scene result so no one needs to "fudge" one way or the other.
But the fact there are no dice rolls to fudge or not fudge does not mean it is still not a roleplaying game.