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0 points

if you don’t even roll, then you’re robbing your players from the feeling of a near miss

also taken to its extreme, your players will probably just work out that they aren’t going to die at all and start taking stupid risks that they shouldn’t

and yeah, at that point you can punish them, but you’ve been responsible for them getting to that state in the first place, so you’re essentially punishing them for your own mistakes

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4 points

This is another thing I fear, that causes me to do probably unnecessary rolls. I want the story/ gameplay to have at least some semblance of believability, so I don’t want everyone risking their life on a curiosity because they know I won’t kill them, but I also don’t want to “punish” players every time they take a step off the walking path.

I’ll admit it right here: sometimes I roll the dice just to give the illusion of risk, when in reality I’m buying time to make up the results of what someone just did.

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3 points

You can roll some dice but it doesn’t need to be a skill check (or whatever the naming is in your system of choice). When I don’t know what should happen, I may roll a die. If it’s high then it should be something good and if low, maybe it will give me inspiration to think about some new lurking danger. But I may discard the result and go with the gut feeling. Whatever, it was an “oracle roll” as I like to call it. Not tied to anyone’s statistics.

I like to use a deck of cards as well. In Savage Worlds, it is used to determine a random encounter. Clubs indicate an enemy, hearts a friebd, diamonds some good omen and spades obstacles. I like to draw a card so it inspires me on what should happen next (of course as long as it makes sense with the world)

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0 points

I may discard the result and go with the gut feeling

this is fudging rolls

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5 points

I occasionally roll dice as theatre myself. In my last session, I had a troupe of traveling performers that I rolled for on each act to see if they did well or not, with each roll hidden from the players, and I would then describe the outcome to them. Most of the rolls were real, but some performers I had already decided would fail from the beginning, because they were plants for the enemy faction and had a plan going on in the background that depended on their failure at the act. But of course I still had to roll to not set off any alarms. Going to be fun when my players later piece together “oh, that hypnotist didn’t actually fail, they just used mass suggestion to make everybody believe they did so they don’t come under scrutiny.” If a player catches on - one actually did pretty quick - then great, let them have the victory, but in general it’s one of the ways I like to create expectations so I can subvert them or use them to sneak things by. The enemy faction is very guerilla-oriented, so it fits their MO pretty well.

On a more general scale, when it comes to hidden rolls, if I really need something to succeed, I’ll make the roll not a matter of whether they succeed, but who succeeds. Keeps the story moving if I realize too late that that roll shouldn’t have happened because a failure brings the game to a halt.

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2 points

I really like the “who succeeds” idea. In events where I roll a fail and have no idea what to do with it, I can just have the outcome only happen for certain characters, or tweak the “success” so that it isn’t quite so successful. Haha.

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1 point

RPGs depend on mutual respect. If you think your players will metagame you and you need to punish them then it stops being a collaborative roleplaying game.

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2 points
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okay then, for you the game ends here:

your players will probably just work out that they aren’t going to die at all and start taking stupid risks that they shouldn’t

you can’t just not metagame

if you know a choice will result in a certain outcome, you can no longer make that decision neutrally

in fact, you literally can’t take a risk when you know what the outcome of a choice is, because there’s no risk to take

not even bothering to roll is barely a step removed from just telling your players “i’m not going to make the enemy roll to hit you because then you might die and you haven’t found your long lost brother yet”, and if you can’t see that that’s a garbage scenario for roleplaying i don’t know what to tell you

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3 points

I’m all for rolls that make sense. If it’s an encounter, of course you should always roll. I roll in the open and players know what hit them and whatnot. The consequence is damage and/or death. But if you’re a thief and want to open a simple lock and nobody’s is trying to defenestrate you at the moment? No need to roll, failure is meaningless. You just killed a dragon? No need to persuade the king to help you. That’s a reward for doing something beforehand. But oh my if an orc swings at you with his axe I’m gonna roll the dice right in front of you so you know that critical was not fudged.

I skip rolls if players are either super prepared or their failure will not mean anything. But as I said earlier, it needs trust between players and the GM - I don’t make their lives harder as a punishment, I do that for the storytelling. And they don’t try to work around me because we skipped a roll for athletics when they had a full day to climb a tree.

Oh but that reminds me. I was metagamed recently. When the team tried to decide what to do with a defeated enemy one of them said “let him live, he will come back as a sidequest. When we kill him then that plotline is dead as well”.

Well he was not wrong but that needn’t to be said.

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1 point

There are more better ways to make a player fear for their character other than death.

Like killing a beloved NPC, making the situation much worse, taking away their valuables, making their god angry, being hunted by assassins, making them wanted across the kingdom.

Death isn’t the only punishment a GM/DM has at their disposal.

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1 point
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sometimes allowing an outcome that should mechanically via the rules of the game and logically via the rules of common sense has more downsides than upsides

it doesn’t have to refer to exclusively player death

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