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Unwritten DMing rules: the use of dice
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<blockquote data-quote="CleverNickName" data-source="post: 8789473" data-attributes="member: 50987"><p>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.</p><p></p><p>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.</p><p></p><p>3. The narrative <em>should</em> 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:</p><p></p><p>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, <em>he still makes it to the other side</em> but takes 1d6 fire damage and catches fire.</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 8789473, member: 50987"] 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 [I]should[/I] 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, [I]he still makes it to the other side[/I] but takes 1d6 fire damage and catches fire. [/QUOTE]
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