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<blockquote data-quote="Salamandyr" data-source="post: 6852009" data-attributes="member: 40233"><p>I tend to get annoyed at players who almost completely forego interacting with the fictional world.</p><p></p><p>"I search for treasure. I roll a 20!"</p><p></p><p>I get even more annoyed at the players who roll a d20, see how high it is, and then announce that that was their perception roll, what did they find?</p><p></p><p>(substitute in, diplomacy, or lifting something, et cetera).</p><p></p><p>I make clear that a roll only counts <em>after</em> you tell me what you're doing, <em>and</em> I tell you what sort of roll it is. If it's perception, you need to tell me what you're looking for, and where, and I'll tell you if a roll is needed. If it's a diplomacy roll, you don't have to act, but need to <em>at minimum</em> have an idea of what you want to accomplish and tell me what that is. It's a never ending frustration when the Player's want to talk to the NPC, but they don't have any idea what they want to know, or what they'd like the NPC to do for them. But they rolled good(!) so that means it all should come out nice for them.</p><p></p><p>That being said, letting the dice handle success and failure does move the game along quicker. And since I've got a group that is not particularly good at the "RP" side of roleplaying (especially the ones who always seem to play charisma classes), I tend to allow a little bit of meta and a roll to determine what happens.</p><p></p><p>But <em>never, ever</em> roll first!</p></blockquote><p></p>
[QUOTE="Salamandyr, post: 6852009, member: 40233"] I tend to get annoyed at players who almost completely forego interacting with the fictional world. "I search for treasure. I roll a 20!" I get even more annoyed at the players who roll a d20, see how high it is, and then announce that that was their perception roll, what did they find? (substitute in, diplomacy, or lifting something, et cetera). I make clear that a roll only counts [I]after[/I] you tell me what you're doing, [I]and[/I] I tell you what sort of roll it is. If it's perception, you need to tell me what you're looking for, and where, and I'll tell you if a roll is needed. If it's a diplomacy roll, you don't have to act, but need to [I]at minimum[/I] have an idea of what you want to accomplish and tell me what that is. It's a never ending frustration when the Player's want to talk to the NPC, but they don't have any idea what they want to know, or what they'd like the NPC to do for them. But they rolled good(!) so that means it all should come out nice for them. That being said, letting the dice handle success and failure does move the game along quicker. And since I've got a group that is not particularly good at the "RP" side of roleplaying (especially the ones who always seem to play charisma classes), I tend to allow a little bit of meta and a roll to determine what happens. But [I]never, ever[/I] roll first! [/QUOTE]
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