Hello, i just wanted to hear the ideas/experiences on some points about what is your though on the use of dice to reach top level of DMing.
1. Do you always keep hidden the dice results? If not, in which circumstances you disclose them?
2. Do you cheat to keep "balance" or "consistency"? Why and in which specific circumstances? Pay attention, please: this question doesn't aim to discuss about adjusting results for railroading purposes.
3. Do you tend to "overthrow" dice so that you have some results in advance? It happens a DM needs to have a result without showing to the players that he rolls the dice... Should you not "overthow", how do you manage to have a "secret roll"?
1. No. We play on a virtual tabletop, over Roll20. All of the rolls are made public for everyone to see, even random encounter rolls and stealth checks. There's not really a practical way to hide certain rolls without telegraphing it to the players, so I just don't bother. "Don't blame me, blame the dice" has become a mantra of sorts.
2. Same thing for fudging. On Roll20 there isn't really a way to adjust a dice roll without the players seeing it, so I don't do it. Folks are working on various mods and macros to make this possible, to some success, but I don't trust them enough to try using them at the moment. Instead, I just let the dice fall where they may, and practice my improv.
3. The narrative
should overthrow the dice. For me, the game runs best when I have both high and low dice results in mind when I'm writing the adventure. And if the story depends on a certain ability check result being a success in order to advance, I will narrate it as a "good success" and a "bad success." It's...a bit hard to explain. Here's an example:
In my last gaming session, the party had rushed into a burning building to rescue a child, and quickly found that their path forward was blocked by a pile of burning debris. The rogue asked me if their rogue could try to parkour over the pile of debris to get into the next room. Now I know that the party needs to get to the other side of that door one way or another to advance the story, otherwise it's a dead-end...so I tell the player to roll Acrobatics. If the check succeeds, he makes it to the other side unharmed. If the check fails,
he still makes it to the other side but takes 1d6 fire damage and catches fire.