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General Tabletop Discussion
*Pathfinder & Starfinder
Why the fear and hatred of Disjunction?
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<blockquote data-quote="KarinsDad" data-source="post: 3192545" data-attributes="member: 2011"><p>Actually, I do not roll in advance.</p><p></p><p>I allow my players to roll the vast majority of their rolls and I never roll saving throws for them. I do roll secret rolls for PCs occassionally (and for NPCs if the roll should be secret), but I never do it for saving throws.</p><p></p><p>As for alerting the PCs to a secret NPC roll, that is easily handled by just rolling a die every 5 minutes or so, regardless of whether an NPC is trying to use a skill or not.</p><p></p><p></p><p>One problem with a pre-rolled sheet is that the DM could subconsciously (or even consciously) throw an extra roll in, just so that a specific roll rolls high or low. Not saying that all DMs who use this technique do that, but it probably does happen. That never happens with dynamic rolls.</p><p></p><p></p><p></p><p>While this is true, the real issue here is that in order to continue combat, either the players have to know exactly which items got disjoined, or the DM does. If it is the players (who are intimately familiar with their characters and equipment), they can make the appropriate adjustments to AC, damage, to hit, etc.</p><p></p><p>If not, then the DM has to do this for every PC (and NPC) who was in the radius of the Disjunction. That means that the DM has to be aware of every property of every magic item that got disjoined. Plus if he is keeping it secret, he has to have all of this information available without giving hints to his players as to which items got toasted. So, he has to review every single item that got disjoined and know when to decrease damage, to hits, saves, etc.</p><p></p><p>That's more work and time in game time than just rolling the dice for each item and letting the players handle it.</p><p></p><p>Sorry, but your "fast" technique of pre-rolling in secret (and not letting the players know which items are destroyed) creates an even larger workload for the DM and is an even greater time waster than just having the players roll and know which items are destroyed. I do not call this convenient like you did. I call it a DM headache.</p><p></p><p>The only way that your technique of a pre-rolling is faster is if you tell the players which items are disjoined. That defeats the purpose of keeping the rolls secret in the first place and you might as well let the players roll anyway (since for some players, they might dislike a DM rolling saves for all of their items, I know I would dislike that).</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 3192545, member: 2011"] Actually, I do not roll in advance. I allow my players to roll the vast majority of their rolls and I never roll saving throws for them. I do roll secret rolls for PCs occassionally (and for NPCs if the roll should be secret), but I never do it for saving throws. As for alerting the PCs to a secret NPC roll, that is easily handled by just rolling a die every 5 minutes or so, regardless of whether an NPC is trying to use a skill or not. One problem with a pre-rolled sheet is that the DM could subconsciously (or even consciously) throw an extra roll in, just so that a specific roll rolls high or low. Not saying that all DMs who use this technique do that, but it probably does happen. That never happens with dynamic rolls. While this is true, the real issue here is that in order to continue combat, either the players have to know exactly which items got disjoined, or the DM does. If it is the players (who are intimately familiar with their characters and equipment), they can make the appropriate adjustments to AC, damage, to hit, etc. If not, then the DM has to do this for every PC (and NPC) who was in the radius of the Disjunction. That means that the DM has to be aware of every property of every magic item that got disjoined. Plus if he is keeping it secret, he has to have all of this information available without giving hints to his players as to which items got toasted. So, he has to review every single item that got disjoined and know when to decrease damage, to hits, saves, etc. That's more work and time in game time than just rolling the dice for each item and letting the players handle it. Sorry, but your "fast" technique of pre-rolling in secret (and not letting the players know which items are destroyed) creates an even larger workload for the DM and is an even greater time waster than just having the players roll and know which items are destroyed. I do not call this convenient like you did. I call it a DM headache. The only way that your technique of a pre-rolling is faster is if you tell the players which items are disjoined. That defeats the purpose of keeping the rolls secret in the first place and you might as well let the players roll anyway (since for some players, they might dislike a DM rolling saves for all of their items, I know I would dislike that). [/QUOTE]
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Why the fear and hatred of Disjunction?
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