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General Tabletop Discussion
*TTRPGs General
Taking dice away from the players
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<blockquote data-quote="Wolf1066" data-source="post: 5270681" data-attributes="member: 88680"><p>I run a mixture of roleplaying vs dice rolls - if the players roleplay their characters well enough (and I have a good enough idea of the motivations of the NPCs), various interaction dice rolls can be omitted and we just get into the story, the players interact, deal, convince, fast-talk etc and the story progresses.</p><p></p><p>Occasionally dice need to be rolled to see if the players have observed something or if they elect to take an action that they may or may not succeed at (such as combat).</p><p></p><p>Sometimes I will roll the dice secretly so they cannot know if their failure to detect something was due to a failed roll or the non-existence of what they were looking for - the team is pretty good at not meta-gaming but it can add to the suspense if they have no idea whether or not they brilliantly detected no threats or failed miserably to spot the danger.</p><p></p><p>As we use Friday Night Fire Fight 2013, the damage is very description based "you have a flesh wound on your upper arm." "you have a critical wound on your left thigh, the bone is shattered and you can't bear your own weight on that leg" "you have hit the ground". They also get similar descriptions of those they've hit - if they can see them - tangible observations but no metagame knowledge of what's happening. The villain's gone down - is he dead or merely stunned for a round? Do you really want to break cover to find out?</p><p></p><p>I try to limit dice rolls to the bare minimum required to resolve things that can't be role-played - did you manage to jump that chasm? - and role play wherever possible.</p><p></p><p>My players seem to enjoy working out the buttons to push to get what they want from diverse NPCs - they're quite skilled diplomats.</p><p></p><p>If we actually have to roll for persuasion/fast talk, then something's failed in the role-playing.</p></blockquote><p></p>
[QUOTE="Wolf1066, post: 5270681, member: 88680"] I run a mixture of roleplaying vs dice rolls - if the players roleplay their characters well enough (and I have a good enough idea of the motivations of the NPCs), various interaction dice rolls can be omitted and we just get into the story, the players interact, deal, convince, fast-talk etc and the story progresses. Occasionally dice need to be rolled to see if the players have observed something or if they elect to take an action that they may or may not succeed at (such as combat). Sometimes I will roll the dice secretly so they cannot know if their failure to detect something was due to a failed roll or the non-existence of what they were looking for - the team is pretty good at not meta-gaming but it can add to the suspense if they have no idea whether or not they brilliantly detected no threats or failed miserably to spot the danger. As we use Friday Night Fire Fight 2013, the damage is very description based "you have a flesh wound on your upper arm." "you have a critical wound on your left thigh, the bone is shattered and you can't bear your own weight on that leg" "you have hit the ground". They also get similar descriptions of those they've hit - if they can see them - tangible observations but no metagame knowledge of what's happening. The villain's gone down - is he dead or merely stunned for a round? Do you really want to break cover to find out? I try to limit dice rolls to the bare minimum required to resolve things that can't be role-played - did you manage to jump that chasm? - and role play wherever possible. My players seem to enjoy working out the buttons to push to get what they want from diverse NPCs - they're quite skilled diplomats. If we actually have to roll for persuasion/fast talk, then something's failed in the role-playing. [/QUOTE]
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