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Open dice rolling

Started by Sosthenes, November 25, 2006, 06:41:47 PM

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jrients

Quote from: Divine HammerThat...doesn't sound good.

Thank you!  I was wondering if I was going to draw any comments like that.
Jeff Rients
My gameblog

Mr. Analytical

Given that I do my victory dance whenever one of my players' characters bites the big one, there's no need for them to see the details.

blakkie

Quote from: Mr. AnalyticalGiven that I do my victory dance whenever one of my players' characters bites the big one, there's no need for them to see the details.
I find that the look of doom on their face in anticipation of my impending victory dance is an excellent reason to roll in the open. ;)
"Because honestly? I have no idea what you do. None." - Pierce Inverarity

Megamanfan

I suppose if your players are capable of sorting IC and OOC information, then a screen isn't needed.

If not, like my old group, a screen can be a useful tool.  It's also useful for when I don't want to be losing PCs in a tong term campaign.

Yea...I'm kinda the opposite of the 'Killer GM'.
"Beware the righteous man who KNOWS God exists, for he has no faith at all." - Spike

UmaSama

Quote from: MegamanfanIf not, like my old group, a screen can be a useful tool.  It's also useful for when I don't want to be losing PCs in a tong term campaign.

Totally, sometimes you feel like the Pc didn't deserve to die, so if you roll a critical hit that would take the pc to the afterlife behind a screen you can ignore the result, but if you do it in the open and the player sees the critical roll, then there's not much you can do.

Settembrini

QuoteTotally, sometimes you feel like the Pc didn't deserve to die, so if you roll a critical hit that would take the pc to the afterlife behind a screen you can ignore the result, but if you do it in the open and the player sees the critical roll, then there's not much you can do.

Playing soft on the players?
Takes away the suspense.
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity

Blackleaf

From this discussion on "railroading"

Quote from: StuartI also want to add -- this is why I don't think you should fudge dice rolls in an RPG. If the players will "survive", "defeat the monster", "find the secret door", and/or "get the treasure" based on a fudged dice roll... that's just another type of railroad.

If the player's decision doesn't matter -- don't ask them to make one.
If the player's dice roll doesn't matter -- don't ask them to make one.
If your (the GM's) dice roll doesn't matter -- don't make one.

If you're left without the player's making any decisions, and nobody rolling any dice (no element of chance), then it's not only a railroad... it's not even a game. It's the GM telling the players a story that they get to add a bit of improv dialogue to.

Disclaimer: I used to fudge dice rolls all the time when I was younger.  Now I think that's not a good thing at all.

Balbinus

My players lack the math skills for rolling in the open to be a problem, barring one new player they're all arts grads.

Balbinus

Quote from: UmaSamaTotally, sometimes you feel like the Pc didn't deserve to die, so if you roll a critical hit that would take the pc to the afterlife behind a screen you can ignore the result, but if you do it in the open and the player sees the critical roll, then there's not much you can do.

Exactly, that's why I prefer to roll in the open, to remove the temptation of doing something in that situation.

PCs should survive because the player plays them smart, or because they get lucky, not because I'm a wuss.

The trick to not dying is to pick your battles.  I like verisimilitude in games and this helps with that.

Sosthenes

Quote from: BalbinusMy players lack the math skills for rolling in the open to be a problem, barring one new player they're all arts grads.

They can't handle addition and subtraction? This explains a lot about modern art...
 

Garry G

I'm shamefully inconsistent in my rolling methods but it doesn't seem to matter as my players never really look at my dice when I roll anyway and I barely look at theirs.

Megamanfan

Quote from: BalbinusExactly, that's why I prefer to roll in the open, to remove the temptation of doing something in that situation.

PCs should survive because the player plays them smart, or because they get lucky, not because I'm a wuss.

The trick to not dying is to pick your battles.  I like verisimilitude in games and this helps with that.

That's an interesting way of looking at things.  I shall consider this further.
"Beware the righteous man who KNOWS God exists, for he has no faith at all." - Spike

Maddman

I roll everything in the open.  I don't like screens at all, I don't like having a barrier between me and the players.  I'm of the opinion that if you're fudging rolls its because the system isn't working for you.  It isn't giving what you think are good results, and you're patching that by taking the randomizer out.  Now, if it only happens once in a blue moon you may not care, but if it's a common occurance maybe you need to change the rules to match your playstyle.

Myself, I like metagame mechanics.  It gives the players a way to say that this is an important roll, or my PC shouldn't die here, or what have you.  It takes the job of fudging away from the GM and gives it to the players, leaving the GM free to simply set up interesting situations and play them out.  It also limits and quantifies it, making fudging just another game resource.
I have a theory, it could be witches, some evil witches!
Which is ridiculous \'cause witches they were persecuted Wicca good and love the earth and women power and I'll be over here.
-- Xander, Once More With Feeling
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UmaSama

Quote from: SettembriniPlaying soft on the players?
Takes away the suspense.

Believe me, this rarely, if ever happens in one of my games, but I think that in some VERY special ocassions, I dunno maybe the player has been playing SO well that he earned a "second chance".
But again, it's very unlikely to happen.

UmaSama

Quote from: BalbinusPCs should survive because the player plays them smart, or because they get lucky, not because I'm a wuss.

I agree, but, what happens if they do choose their battles wisely, and fight with outmost heroism, and resolve the plot marvelously, and yet they die.
Wouldn't you consider to give them a "second" chance, but only ONE second chance.