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What 5E needs: Let it Ride and Make it Interesting...
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<blockquote data-quote="Oni" data-source="post: 5897863" data-attributes="member: 380"><p>I personally would consider these more advice than rules, or more to the point, tools in the DM's toolbox. I've never believed in making people roll until they fail, I've always considered that 'doing it wrong' but there are various situations and reasons more or less rolls might be called for. In a lot of ways it's a matter of zoom. If something isn't important, or people aren't particularly interested in it, or time is just short there isn't a lot of reason to draw a lot of attention to it. For instance in my Pathfinder game this past weekend, one of the players went along to scout out the bandit camp, I asked for one stealth roll and then gave him a quick summery of what happened so that I could keep everyone else involved in the game. He got a lot out of his one roll, but keeping the game moving was more important than zooming in on his actions. If I had wanted to focus on that and build more tension I would definitely have called for multiple rolls, but my rule is that if I'm require multiple rolls for success than I should also require multiple rolls for failure. Picking up the dice is a sort of punctuation, it should create the impression something is at stake. Sometimes they're a red herring, but you don't know that until the moment is passed, if the players are wound up and think they should roll I totally let them, even if it's not necessary, sometimes the act of rolling is more important than the outcome. Like if they tried to sneak past a dead guard, I could just narrate that since it doesn't matter, but it doesn't have the same panache as one them rolling a one and the sudden rise tension, then the release when nothing happens. Or maybe they all roll great, get my and never find out, they all keep their sense of tension and I get a good chuckle, win-win. </p><p></p><p>Anyway I'm rambling. I certainly hope they include in the DMG (assuming they go that format) a section on how to use the dice as more than a number generator.</p></blockquote><p></p>
[QUOTE="Oni, post: 5897863, member: 380"] I personally would consider these more advice than rules, or more to the point, tools in the DM's toolbox. I've never believed in making people roll until they fail, I've always considered that 'doing it wrong' but there are various situations and reasons more or less rolls might be called for. In a lot of ways it's a matter of zoom. If something isn't important, or people aren't particularly interested in it, or time is just short there isn't a lot of reason to draw a lot of attention to it. For instance in my Pathfinder game this past weekend, one of the players went along to scout out the bandit camp, I asked for one stealth roll and then gave him a quick summery of what happened so that I could keep everyone else involved in the game. He got a lot out of his one roll, but keeping the game moving was more important than zooming in on his actions. If I had wanted to focus on that and build more tension I would definitely have called for multiple rolls, but my rule is that if I'm require multiple rolls for success than I should also require multiple rolls for failure. Picking up the dice is a sort of punctuation, it should create the impression something is at stake. Sometimes they're a red herring, but you don't know that until the moment is passed, if the players are wound up and think they should roll I totally let them, even if it's not necessary, sometimes the act of rolling is more important than the outcome. Like if they tried to sneak past a dead guard, I could just narrate that since it doesn't matter, but it doesn't have the same panache as one them rolling a one and the sudden rise tension, then the release when nothing happens. Or maybe they all roll great, get my and never find out, they all keep their sense of tension and I get a good chuckle, win-win. Anyway I'm rambling. I certainly hope they include in the DMG (assuming they go that format) a section on how to use the dice as more than a number generator. [/QUOTE]
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