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<blockquote data-quote="Reynard" data-source="post: 4713160" data-attributes="member: 467"><p>While there probably isn't much benefit from making "to hit" rolls opaque (after all, having the player be able to say "I hit AC -1 (or 21)" does speed up play) I am not sure the same can be said for other mechanical situations. I like the old turning undead system for AD&D much better with the player merely saying they are attempting to turn and giving me the result of the die roll. Much the same for saving throws -- i'd rather tell the player that the monster does something scary and strange and say "make a saving throw" (without saying what kind) than tell the player to make a DC 15 Reflex Sve or whatever. But I also prefer flavor text over game speak, so in reality it isn't that opaque for long -- I am not going to lie to the players in the description to make them think something is not what it is (unless such would be appropriate for the siuation, obviously).</p><p></p><p>A related issue is DM making checks for PCs, which is essentially information having to be returned across the screen after having been handed to the players. Checks to resolve perception, "thief skills" and "secret" saves or skill checks are all relatively common and, i think, necessary aspects of play (I do tend to let the PCs roll, though, by having them roll a bunch of dice before play starts that will be my "secret die roll" list).</p></blockquote><p></p>
[QUOTE="Reynard, post: 4713160, member: 467"] While there probably isn't much benefit from making "to hit" rolls opaque (after all, having the player be able to say "I hit AC -1 (or 21)" does speed up play) I am not sure the same can be said for other mechanical situations. I like the old turning undead system for AD&D much better with the player merely saying they are attempting to turn and giving me the result of the die roll. Much the same for saving throws -- i'd rather tell the player that the monster does something scary and strange and say "make a saving throw" (without saying what kind) than tell the player to make a DC 15 Reflex Sve or whatever. But I also prefer flavor text over game speak, so in reality it isn't that opaque for long -- I am not going to lie to the players in the description to make them think something is not what it is (unless such would be appropriate for the siuation, obviously). A related issue is DM making checks for PCs, which is essentially information having to be returned across the screen after having been handed to the players. Checks to resolve perception, "thief skills" and "secret" saves or skill checks are all relatively common and, i think, necessary aspects of play (I do tend to let the PCs roll, though, by having them roll a bunch of dice before play starts that will be my "secret die roll" list). [/QUOTE]
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