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    stamets@lemmy.dbzer0.com
    wrote last edited by
    #1
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    • KichaeK Offline
      KichaeK Offline
      Kichae
      Forum Master
      wrote last edited by
      #2

      So many people hate secret rolls. So many people feel like they remove agency from them.

      But that’s what the dice do. They’re agency-revoking machines.

      S J edgemaster72@lemmy.worldE B S 7 Replies Last reply
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      • KichaeK Kichae

        So many people hate secret rolls. So many people feel like they remove agency from them.

        But that’s what the dice do. They’re agency-revoking machines.

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        Skua
        wrote last edited by
        #3

        TTRPGs with no potential for unexpected failures are improv storytelling. Also a valid hobby, just, like… a different one

        1 Reply Last reply
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        • KichaeK Kichae

          So many people hate secret rolls. So many people feel like they remove agency from them.

          But that’s what the dice do. They’re agency-revoking machines.

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          jjjalljs@ttrpg.network
          wrote last edited by
          #4

          One reason people may dislike secret rolls is you can’t be sure the GM isn’t just lying to you. Though if that’s the case, you should probably find a GM you trust.

          On the other hand, I prefer systems where dice aren’t the sole arbiter. I want to be able to spend a fate point or inspiration, or succeed at a cost.

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          • KichaeK Kichae

            So many people hate secret rolls. So many people feel like they remove agency from them.

            But that’s what the dice do. They’re agency-revoking machines.

            edgemaster72@lemmy.worldE This user is from outside of this forum
            edgemaster72@lemmy.worldE This user is from outside of this forum
            edgemaster72@lemmy.world
            wrote last edited by
            #5

            While this is true, there are also aspects of game play that blind rolls would interfere with, such as Heroic Inspiration or the Lucky feat, where you should be able to see what was rolled in order to use them as designed.

            KichaeK W 2 Replies Last reply
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            • edgemaster72@lemmy.worldE edgemaster72@lemmy.world

              While this is true, there are also aspects of game play that blind rolls would interfere with, such as Heroic Inspiration or the Lucky feat, where you should be able to see what was rolled in order to use them as designed.

              KichaeK Offline
              KichaeK Offline
              Kichae
              Forum Master
              wrote last edited by
              #6

              Well, not every game has Heroic Inspiration, but it still has people that gripe about secret rolls. And of those games that have metacurrencies for rerolls and the like, they’re not intended to be used in those situations.

              edgemaster72@lemmy.worldE 1 Reply Last reply
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              • edgemaster72@lemmy.worldE edgemaster72@lemmy.world

                While this is true, there are also aspects of game play that blind rolls would interfere with, such as Heroic Inspiration or the Lucky feat, where you should be able to see what was rolled in order to use them as designed.

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                warl0k3@lemmy.world
                wrote last edited by
                #7

                Are blind rolls implemented across the board like that very often? There’s plenty of rolls that don’t affect the game if the players know about them, or would hinder the game like you’re saying. Probably for the sake of brevity the OG OP just didn’t clarify all the exceptions to the rule. IDK tho maybe there really are pure-secret-roll DMs

                A 1 Reply Last reply
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                • J jjjalljs@ttrpg.network

                  One reason people may dislike secret rolls is you can’t be sure the GM isn’t just lying to you. Though if that’s the case, you should probably find a GM you trust.

                  On the other hand, I prefer systems where dice aren’t the sole arbiter. I want to be able to spend a fate point or inspiration, or succeed at a cost.

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                  LOGIC💣
                  wrote last edited by
                  #8

                  There are probably ways to ensure that the DM isn’t lying to you, like the DM could take pictures of the dice rolls and reveal the pictures later. But trust is better like you said.

                  1 Reply Last reply
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                  • KichaeK Kichae

                    Well, not every game has Heroic Inspiration, but it still has people that gripe about secret rolls. And of those games that have metacurrencies for rerolls and the like, they’re not intended to be used in those situations.

                    edgemaster72@lemmy.worldE This user is from outside of this forum
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                    edgemaster72@lemmy.world
                    wrote last edited by edgemaster72@lemmy.world
                    #9

                    Not every game has Wisdom saves either, I’m just going off what’s in the meme. If you have an ability that can influence the outcome of your rolls, you should be able to see your rolls to use your ability as designed, assuming it’s a roll that you should normally be privy to the result of and not the DM changing things as shown in the meme.

                    If a player is abusing knowledge of their rolls somehow, the solution isn’t to fuck with game mechanics for everyone at the table, it’s to talk with that person until you can either get on the same page, or not play together.

                    1 Reply Last reply
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                    • KichaeK Kichae

                      So many people hate secret rolls. So many people feel like they remove agency from them.

                      But that’s what the dice do. They’re agency-revoking machines.

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                      bam13302@ttrpg.network
                      wrote last edited by bam13302@ttrpg.network
                      #10

                      TBH, 5e hates secret roles. (yes, i know this is not a 5e specific post, just a personal gripe)

                      There are way too many abilities that trigger on a failed roll or can be used after a roll that this kind of play style straight up conflicts with.

                      One of the worst ones for this kind of thing is the soulknife rogue’s Psi-bolstered knack (that they get at level 3), with both triggers explicitly on a failed roll and refunds if the extra dice if it doesnt make it succeed so you cant even include mystery if the reroll made it a success.

                      A 1 Reply Last reply
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                      • S stamets@lemmy.dbzer0.com
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                        amazingawesomator@lemmy.world
                        wrote last edited by
                        #11

                        PF2e. #recommend

                        festnt@sh.itjust.worksF 1 Reply Last reply
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                          sbv@sh.itjust.works
                          wrote last edited by
                          #12

                          I have to roll in the open, otherwise I’m tempted to lie about the rolls to benefit the players. I don’t want to, it just happens.

                          1 Reply Last reply
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                          • J jjjalljs@ttrpg.network

                            One reason people may dislike secret rolls is you can’t be sure the GM isn’t just lying to you. Though if that’s the case, you should probably find a GM you trust.

                            On the other hand, I prefer systems where dice aren’t the sole arbiter. I want to be able to spend a fate point or inspiration, or succeed at a cost.

                            J This user is from outside of this forum
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                            jellyfishhunter@lemmy.world
                            wrote last edited by
                            #13

                            I don’t see the issue with the GM lying to players if the lie makes the game more fun and less frustrating.

                            J S C 3 Replies Last reply
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                            • J jellyfishhunter@lemmy.world

                              I don’t see the issue with the GM lying to players if the lie makes the game more fun and less frustrating.

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                              jjjalljs@ttrpg.network
                              wrote last edited by
                              #14

                              That’s a valid mode of play, but I feel like if we’re going to have agreed upon rules we should follow them, and not unilaterally change them. If the rules say “you spot the trap on a roll of 10 or above”, the GM deciding you just don’t spot it because they say so can feel wrong. It can feel like cheating. We had an agreement, and they just broke it.

                              On the other hand, if in your session 0 you all agree that the GM may fudge things for more drama, then have at it.

                              On the third hand, I’ve done things like “the rules say X but I think that’s going to stink here. Anyone object to changing it?”.

                              The important thing is everyone gives informed consent.

                              N 1 Reply Last reply
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                              • J jellyfishhunter@lemmy.world

                                I don’t see the issue with the GM lying to players if the lie makes the game more fun and less frustrating.

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                                snooggums
                                wrote last edited by
                                #15

                                Shouldn’t play a game with random rolls if one doesn’t like random rolls. Secret rolls don’t add anything except suspicion.

                                As a DM if I decide something is going to happen then I don’t bother rolling. Like if a character who is competent wants to do something and they have plenty of time they just succeed. If a monster is sneaking I might just compare their stealth to character perception if being stealthy doesn’t have more of an impact that the characters finding out they were being followed. If it has a game play impact then I roll openly but don’t say what it is for. That way there is no suspicion that I rolled low and decided that it should just pass instead when the reason for the roll is eventually revealed.

                                explodicle@sh.itjust.worksE 1 Reply Last reply
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                                • J jjjalljs@ttrpg.network

                                  One reason people may dislike secret rolls is you can’t be sure the GM isn’t just lying to you. Though if that’s the case, you should probably find a GM you trust.

                                  On the other hand, I prefer systems where dice aren’t the sole arbiter. I want to be able to spend a fate point or inspiration, or succeed at a cost.

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                                  techt@lemmy.world
                                  wrote last edited by
                                  #16

                                  Question. I’ve never DM’d obviously, but outside of combat I assumed the success threshold was something the DM made up on the spot based on how hard the task/situation should be and does not explicitly communicate that to the players. Is that what happens?

                                  I would rather know my roll so I can imagine for myself how much of my character’s capability went into the attempt. Failing a check after rolling a 2 vs rolling a 19 affects how I play from then on, similar to how I think it would affect my character psychologically. If you try to climb a wall and fail without knowing the roll, would you try again? I hope that made sense.

                                  J 1 Reply Last reply
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                                  • T techt@lemmy.world

                                    Question. I’ve never DM’d obviously, but outside of combat I assumed the success threshold was something the DM made up on the spot based on how hard the task/situation should be and does not explicitly communicate that to the players. Is that what happens?

                                    I would rather know my roll so I can imagine for myself how much of my character’s capability went into the attempt. Failing a check after rolling a 2 vs rolling a 19 affects how I play from then on, similar to how I think it would affect my character psychologically. If you try to climb a wall and fail without knowing the roll, would you try again? I hope that made sense.

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                                    jjjalljs@ttrpg.network
                                    wrote last edited by
                                    #17

                                    It depends on the system and GM style.

                                    I usually would tell players the target number. Their character would typically have a sense of how hard something is, more so than a desk job nerd sitting comfortably at home trying to imagine climbing a brick wall. If I say climbing the wall is difficult enough they have slim odds, they can then make an informed choice.

                                    DND is also largely missing meta game currency, degree of success, and succeed at a cost. All of those change how the game works, and make hidden rolls less appealing.

                                    For stuff like “there’s a hidden trap” or “they’re lying to you”, you don’t want players to enter into meta game “I know there’s something here so I’m going to be extra cautious” mode. I often find a hazard they can see and need to deal with is better than a hidden surprise. Like, all those black tiles shoot negative energy out when stepped on. And also a lot of Zombies just woke up and are shambling towards the tiles floor. Enjoy!

                                    Personally I like how games like Fate you can mechanically reward players for going along with it. DND almost has that with Inspiration, but it’s very under baked.

                                    DND is also especially loosey-goosey about target numbers aside from physical combat defenses and damage.

                                    Another system might have a more explicit “To bully your way past someone, roll your provoke vs their will” combined with “the bouncer’s will score is 2”. DND has vague rules no one uses for “asking a favor”.

                                    Sorry for a long unfocused answer. Happy to talk about whatever if you have questions

                                    1 Reply Last reply
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                                    • J jjjalljs@ttrpg.network

                                      That’s a valid mode of play, but I feel like if we’re going to have agreed upon rules we should follow them, and not unilaterally change them. If the rules say “you spot the trap on a roll of 10 or above”, the GM deciding you just don’t spot it because they say so can feel wrong. It can feel like cheating. We had an agreement, and they just broke it.

                                      On the other hand, if in your session 0 you all agree that the GM may fudge things for more drama, then have at it.

                                      On the third hand, I’ve done things like “the rules say X but I think that’s going to stink here. Anyone object to changing it?”.

                                      The important thing is everyone gives informed consent.

                                      N This user is from outside of this forum
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                                      neatchee@lemmy.world
                                      wrote last edited by neatchee@lemmy.world
                                      #18

                                      Generally speaking, it’s almost always a bad idea to fudge things to make it worse, but acceptable to fudge things to make it better.

                                      If your players are rolling well, good for them! Sometimes players want to feel really lucky and like their investments paid off. If that makes your campaign too easy there are lots of ways to address it, and an easy fight will rarely if ever cause a campaign to crumble

                                      But a series of bad rolls? That can absolutely melt a campaign. It can suck the soul out of a party and make things feel unfair or too difficult even when it’s just a string of bad luck. Preventing a TPK or allowing a PC to narrowly escape certain doom can be the difference between a player losing interest and them learning how to mitigate risk.

                                      GMs should all spend some time reading up on the psychology of games and player behavior. Stress and frustration exist in the strangest, most illogical places because our brains are strange and illogical.

                                      J 1 Reply Last reply
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                                        paradachshund@lemmy.today
                                        wrote last edited by
                                        #19

                                        Do that many of you really play in these antagonistic as fuck groups? I see so many memes that imply a very a hostile dynamic between DM and players. I think you might need to find a better group if that’s the general atmosphere.

                                        H 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K D A 4 Replies Last reply
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                                        • KichaeK Kichae

                                          So many people hate secret rolls. So many people feel like they remove agency from them.

                                          But that’s what the dice do. They’re agency-revoking machines.

                                          S This user is from outside of this forum
                                          S This user is from outside of this forum
                                          soup@lemmy.world
                                          wrote last edited by
                                          #20

                                          Unless you have something specific, and you should let your DM know ahead of time, for wisdom rolls specifically blind rolls can be pretty fun.

                                          That said, if you roll a nat1 and you DM says someone is trustworthy then that also doesn’t mean they’re lying, so it’s not a huge deal.

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