Which skills do players roll?

Tellerve

Registered User
So tonight we had some confusion/discussion on which actual skill checks the players make during the game. We had a couple opposed rolls and we debated if the player rolls them or me, the GM, would roll them. Whether or not the roll's result could possibly influcence/bias their reactions/actions.

I would like to hear what skill checks DMs typically make for their characters. Thanks,

Tellerve
 

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Hi, Tellerve! Hope NYC is treating you well!

Generally, I think that any time the PC would immediately be able to evaluate the success of her action, the player ought to roll. Any time where the player will likely have difficulty firewalling information about how well a roll turned out, the DM ought to make the roll. For the remainder of times, I think both player and DM ought to be flexible, with the DM generally letting the player make most of the rolls and the player allowing the DM to have the final say over which checks she may roll and which the DM rolls.

For example:
-Balance, jump, climb: all player-rolled
-Sense Motive: DM rolled.
-Bluff: player rolled in minor scenes, but may be rolled by the DM in a tricky, major negotiation. Always player-rolled in combat.
-spot/listen: player rolls in most scenes, but if the mere die-roll will alert the players to a mystery whether the roll is successful or not, the DM may make the roll.

Daniel
 

I allows the players to declare their skill checks whenever they want them. I say declare because online roleplaying as the DM I roll all the dice. But, if we are talking tabletop - which we appear to be - I try to follow these rules:

1. If the player declares they want the check, I let the player roll. No reason not to. I always give information out, so players don't really know if they succeeded or failed. They just know they got information.

EX: Jump check. If they make it, its pretty obvious. If they don't, its pretty obvious. On the other hand, Diplomacy has many more "gray" possibilities to play with as the DM. I think you catch my drift.

2. If the player does not ask for the check, I roll privately. This way the players see me roll dice, but they don't know why. And, I often roll dice out of boredom or fidgits ... so they often don't even know if the die roll was on purpose or just me being me.

EX: Spot check. If the player doesn't ask for the spot check, I may roll to see if they saw something out of the corner of their eye. If they fail, I say nothing. If they succeed, I give them the info. Most other checks work this way if I am rolling on behalf of the player because they didn't ask for it specifically.

Now, those aren't rules as stated. But they are the guidelines I typically use.
 

Generally Speaking, this is what I do:

Appraise: DM
Balance: Player
Bluff: DM
Climb: Player
Concentration: Player
Craft: Player
Decipher Script: DM
Diplomacy: DM
Disable Device: DM
Disguise: DM
Escape Artist: Player
Forgery: DM
Gather Information: DM
Handle Animal: Player
Heal: Player
Hide: DM
Intimidate: DM
Jump: Player
Knowledge: DM (I also pre-roll these and have the information on small slips to be handed out when appropriate. Speeds the game up dramatically).
Listen: Player
Move Silently: DM
Open Lock: Player
Perform: DM
Profession: Player
Ride: Player
Search: DM (For important instances, I'll pre-roll these and have information printed out, similar to knowledge checks. Particularly with traps.)
Sense Motive: DM
Sleight of Hand: Player
Spellcraft: DM
Spot: Player
Survival: DM
Swim: Player
Tumble: Player
Use magic Device: Player
Use Rope: DM

As DM, I make the majority of the checks, pre-rolling some of the ones that provide longer or more detailed information. I feel that the take 10 rules compensate the players somewhat in this regard. If they have the time, they will know what their take 10 check will be anyway.

Best Regards
Herremann the Wise

PS: I only quickly wrote the above from memory so I may have goofed once or twice. I'm pretty sure that's it though.
 

Thanks guys, we are still debating a bit, but so far we are thinking that we'll try out mostly having the pc's roll their rolls. I have some good players that won't metagame, which is really what is the issue with the players rolling their own.

Pielorinho-

NYC is treating me very well. I love it to pieces :)

Tellerve
 


In general, spotting/searching/hiding/obscuring rolls should be made by the DM, so that a success or failure does not act as confirmation of safety to the players.

To be specific, the DMG (3.0, p. 17) says these should be rolled by the DM -- Bluff, Diplomacy, Hide, Listen, Move Silently, Use Rope, Search, Spot.

In addition, these PHB skills also say they should be rolled by the DM -- Decipher Script, Disable Device, Innuendo, Read Lips.
 

dcollins said:
In general, spotting/searching/hiding/obscuring rolls should be made by the DM, so that a success or failure does not act as confirmation of safety to the players.

I always found that having players that don't meta game solves this, but I can see the reason for it in most groups
 

Usually we just have players roll everything, especially in "SOP" (standard operating procedure sitautions). For example, if its SOP for the rogue to take 10 on a search check and then roll twice, it would obviously be metagaming to decide to break procedure because the rolls were low.

Generally if procedure is going to be changed we declare it before making the rolls ("Hrm, that door looks important. We're going to give it some extra attention."). This gives an intermediate option between taking 10 and taking 20 and prevents metagaming.

Reactive checks like Spot, Sense Motive, and Search (esp for elves passing a secret door and the like) which would tip off the players merely by being rolled should be rolled secretly, or the players should be asked to roll such checks fairly often, with many of the rolls being fakes that count for nothing ("So the highest spot check was 23? Interesting.") to avoid tip-offs. This technique also heightens the level of paranoia a bit.
 

I'm with the "just let 'em roll dice" crowd. It's never been a problem, but my players know that metagaming is a hanging offense. They watchdog themselves because having had it strictly enforced by me, they get a bizarre enjoyment out of staying true to the character and the dice. Occassionally this coughs up my personal favorite "Can I reroll?" which is covered in RAW.
 

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