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  • S snooggums

    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 This user is from outside of this forum
    explodicle@sh.itjust.worksE This user is from outside of this forum
    explodicle@sh.itjust.works
    wrote last edited by
    #33

    Some events in my campaign are doomed to happen no matter what, but I don’t always want the players to know it.

    For example if they try a Survival check to track someone who was never even there, I might make a secret Stealth roll plus a million bazillion.

    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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      potatoesfall@discuss.tchncs.de
      wrote last edited by
      #34

      I’m a GM and I have offered my players many times to stop doing secret rolls, but they like it. I think they especially like it when I have to make up BS on a crit fail

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      • D dejected_warp_core@lemmy.world

        Not really, at least, not anymore.

        There are some people that come to RPGs to escape reality and man, do they need it. D&D holds out a promise of agency, power, and control, in a fantasy setting free from real consequences. Provided a player lacks these things in real life, they can cling to it like a life-preserver. Then, take any of that away - as a DM must do - and things can get ugly.

        I really want to say that there’s a known and practiced way to get people like this some real help, like a free hotline or website. After all, if it’s going to come up, this is the place it’s going to happen. Sadly, I know of no such resource.

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        paradachshund@lemmy.today
        wrote last edited by
        #35

        Yeah, that makes sense. Those people would really hate my games because I’ve switched to call of cthulhu lately and in that game you are absolutely not powerful 😅

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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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          mnemonicmonkeys@sh.itjust.works
          wrote last edited by
          #36

          One reason people may dislike secret rolls is you can’t be sure the GM isn’t just lying to you.

          But how do they know what the DC is?

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

            One of the things I like from Fate is the concept of Conceding. It gives players the option to give up.

            So when you have bad rolls or the situation is going real bad, you can concede. You all decide what that looks like. You don’t get whatever you wanted in the conflict, but you decide if that means you’re just left for dead, or you fall into the river and are swept away, or what. You get one or more fate points, too. Because this is written into the rules, it doesn’t feel as cheaty as it would in DND for a player to say “I don’t think we can win this. Can we say we escape somehow?”

            You can always choose to fight to the bitter end, but then you don’t really have anyone to blame but yourself.

            DND is an old game and it’s just missing whole concepts like this that I think would make a better experience.

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            neatchee@lemmy.world
            wrote last edited by
            #37

            6e when?

            J 1 Reply Last reply
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            • M mnemonicmonkeys@sh.itjust.works

              One reason people may dislike secret rolls is you can’t be sure the GM isn’t just lying to you.

              But how do they know what the DC is?

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              jjjalljs@ttrpg.network
              wrote last edited by
              #38

              Depends on the system, style, and context.

              For example, if I’m casting a spell on a victim in 5e, I know what the DC is.

              For something like “finding the trap”, in D&D that’s pretty open to the GM. I usually tell players the target number before they roll, so they can better decide if they want to use more resources or rethink.

              Other systems might have more specific rules.

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              • N neatchee@lemmy.world

                6e when?

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                jjjalljs@ttrpg.network
                wrote last edited by
                #39

                I don’t think D&D will ever really change much. There are people that really like its quirks, and there’d be a backlash from people if they made large changes. People still repeat largely nonsense complaints about 4e, sometimes while trying to patch 5e with ideas that 4e did.

                Unfortunately, some people like it without ever trying anything else. D&D is a mega behemoth. I personally think it’s more popular than it should be, given how many people I’ve talked to that play it only with a generous heaping of house rules and practices that transform it into something else.

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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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                  wolflink@sh.itjust.works
                  wrote last edited by
                  #40

                  That’s part of the job as a DM. I would often have new enemies show up to the fight if it was going too well, or secretly nerf the enemies stats if it was going too poorly.

                  J 1 Reply Last reply
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                  • W wolflink@sh.itjust.works

                    That’s part of the job as a DM. I would often have new enemies show up to the fight if it was going too well, or secretly nerf the enemies stats if it was going too poorly.

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                    jjjalljs@ttrpg.network
                    wrote last edited by
                    #41

                    That’s one way to play. Personally, if I knew the GM was secretly adjusting the game much I’d feel dissatisfied. Why not just give me a sticker that says “You win!” if I’m always going to win anyway?

                    Though this does tie into a separate bugbear of mine: D&D makes it hard to reason about encounters because the stats are unbound and all over the place. You see four bandits rummaging through the wagon they stole. Do each of them have 8 hp, 16 hp, 32 hp, 64 hp? Who knows! Do they attack once or twice? Could go either way! That is not an innate property of RPGs, but it’s very common in D&D, and I think leads to a lot of “oh this is going badly - let me fudge the stats”. Both because the GM got the math wrong, and because the players assumed these were 8 HP bandits and they’re actually “well you’re 5th level the bandits should be tougher” level scaling bandits.

                    mojofrododojo@lemmy.worldM C 2 Replies Last reply
                    6
                    • 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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                      Cethin
                      wrote last edited by
                      #42

                      Sure, sometimes. It should be used incredibly rarely. However, not in this way. The GM has plenty of levers to pull without messing with the one thing you have players for. If the GM is just going to tell a story then they should write a book. If they want to do cooperative storytelling then they need to cooperate.

                      If the rolls don’t matter then the story gets incredibly boring, as it just goes whatever direction the GM wants. Without failure, success is boring. Without success, failure sucks. When they’re perfectly balanced by the GM, it’s predictable and not surprising or fun.

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

                        I feel like I would never burn edge, but hold onto it like Elixirs in final fantasy. (Unless you can restore it somehow)

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                        runner_g@lemmy.blahaj.zone
                        wrote last edited by
                        #43

                        You can, it just seemed like a lot of info to dump in my first post. Shadowrun is a classless, level less system. Your xp is called Karma, and you can spend Karma to increase your skills and attributes.

                        1 Reply Last reply
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                        • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮

                          A fuckton of people these days play D&D as a pick-up game with randos off Discord or Roll20 and not actually in person with people they know.

                          mojofrododojo@lemmy.worldM This user is from outside of this forum
                          mojofrododojo@lemmy.worldM This user is from outside of this forum
                          mojofrododojo@lemmy.world
                          wrote last edited by mojofrododojo@lemmy.world
                          #44

                          so the jerk ratio is higher? genuine query, only played with friends irl

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

                            That’s one way to play. Personally, if I knew the GM was secretly adjusting the game much I’d feel dissatisfied. Why not just give me a sticker that says “You win!” if I’m always going to win anyway?

                            Though this does tie into a separate bugbear of mine: D&D makes it hard to reason about encounters because the stats are unbound and all over the place. You see four bandits rummaging through the wagon they stole. Do each of them have 8 hp, 16 hp, 32 hp, 64 hp? Who knows! Do they attack once or twice? Could go either way! That is not an innate property of RPGs, but it’s very common in D&D, and I think leads to a lot of “oh this is going badly - let me fudge the stats”. Both because the GM got the math wrong, and because the players assumed these were 8 HP bandits and they’re actually “well you’re 5th level the bandits should be tougher” level scaling bandits.

                            mojofrododojo@lemmy.worldM This user is from outside of this forum
                            mojofrododojo@lemmy.worldM This user is from outside of this forum
                            mojofrododojo@lemmy.world
                            wrote last edited by mojofrododojo@lemmy.world
                            #45

                            Personally, if I knew the GM was secretly adjusting the game much I’d feel dissatisfied

                            the point is to make your death a fun and meaningful one, or at least a good punchline to a run. it’s not ‘to let you win’ - I’ve had characters of my own survive encounters but regret the outcome - I think you’re reducing the dm/gm role to a combat calculator, and there’s so much more going on with a talented one. storytelling is my favorite part of DM’ing and I’ll be fucked if I let a kobold derail the overall plan… but there’s a lot of room for kobold fuckery within that envelope.

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                            • mojofrododojo@lemmy.worldM mojofrododojo@lemmy.world

                              Personally, if I knew the GM was secretly adjusting the game much I’d feel dissatisfied

                              the point is to make your death a fun and meaningful one, or at least a good punchline to a run. it’s not ‘to let you win’ - I’ve had characters of my own survive encounters but regret the outcome - I think you’re reducing the dm/gm role to a combat calculator, and there’s so much more going on with a talented one. storytelling is my favorite part of DM’ing and I’ll be fucked if I let a kobold derail the overall plan… but there’s a lot of room for kobold fuckery within that envelope.

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                              jjjalljs@ttrpg.network
                              wrote last edited by
                              #46

                              I don’t think the GM’s job is merely damage calculator. But this:

                              I’ll be fucked if I let a kobold derail the overall plan

                              I rather disagree with. If there’s a plan then why are we rolling dice? I don’t want to play to fulfill whatever the GM’s plan is. They should just write a book. I’ve had many great, memorable, scenes that came about because the players had a challenge and they overcame it. Sometimes after running away and trying again. If I just decided “oh I guess the dragon’s breath rolled really low” then, again, we should just write a story together. Or play a game that doesn’t have such a big random factor.

                              Like, I also don’t really enjoy a nameless kobold killing Finnigan the Fighter with a fluke natural 20 in what wasn’t supposed to be high stakes. But the solution for me isn’t to fudge rolls, but play a different game. I don’t really like stupid deaths like that, so I don’t play games that facilitate it. I know that’s kind of “baby with the bathwater” for some people, but I really do think some people are fighting against what D&D trends towards, when there are better tools. It’s a hammer. Sometimes you want a screwdriver or a pen.

                              H 1 Reply Last reply
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                              • mojofrododojo@lemmy.worldM mojofrododojo@lemmy.world

                                so the jerk ratio is higher? genuine query, only played with friends irl

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                                sirblastalot@ttrpg.network
                                wrote last edited by
                                #47

                                Much more so. Because the people that aren’t shitlords wind up finding and staying in a stable group, while the people who can’t maintain human relationships get perpetually booted back into the rando pool, so it becomes more and more concentrated awfulness all the time.

                                mojofrododojo@lemmy.worldM 1 Reply Last reply
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                                • S sirblastalot@ttrpg.network

                                  Much more so. Because the people that aren’t shitlords wind up finding and staying in a stable group, while the people who can’t maintain human relationships get perpetually booted back into the rando pool, so it becomes more and more concentrated awfulness all the time.

                                  mojofrododojo@lemmy.worldM This user is from outside of this forum
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                                  mojofrododojo@lemmy.world
                                  wrote last edited by
                                  #48

                                  ew. ty for the deets

                                  1 Reply Last reply
                                  0
                                  • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮 K 🇰 🌀 🇱 🇦 🇳 🇦 🇰 🇮

                                    A fuckton of people these days play D&D as a pick-up game with randos off Discord or Roll20 and not actually in person with people they know.

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                                    ziggurat@jlai.lu
                                    wrote last edited by
                                    #49

                                    with randos off Discord or Roll20 and not actually in person with people they know.

                                    I know online rpg changed a lot in 20 years, but when I was playing online around 2010, playing on teamspeak, also meant be part of community, and ask others GM about new players before having them joining your table (No show, cheating and other bad behaviour would quickly be known by everyone) . Moreover, because you don’t know them, it’s easy to kick them out.

                                    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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                                      ziggurat@jlai.lu
                                      wrote last edited by
                                      #50

                                      Main issue is the extra GM workload, which is why I like the GM never roll trend, one less stuff to do means more time to focus on GMing

                                      1 Reply Last reply
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                                      • P paradachshund@lemmy.today

                                        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.

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                                        anarchistartificer@slrpnk.net
                                        wrote last edited by
                                        #51

                                        D&D is like sex, in the sense that “no D&D is better than bad D&D”

                                        I find that the people who play in groups like this are people who haven’t been able to find a better group, but haven’t realised how antagonistic groups kill the joy of the game

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

                                          I don’t think the GM’s job is merely damage calculator. But this:

                                          I’ll be fucked if I let a kobold derail the overall plan

                                          I rather disagree with. If there’s a plan then why are we rolling dice? I don’t want to play to fulfill whatever the GM’s plan is. They should just write a book. I’ve had many great, memorable, scenes that came about because the players had a challenge and they overcame it. Sometimes after running away and trying again. If I just decided “oh I guess the dragon’s breath rolled really low” then, again, we should just write a story together. Or play a game that doesn’t have such a big random factor.

                                          Like, I also don’t really enjoy a nameless kobold killing Finnigan the Fighter with a fluke natural 20 in what wasn’t supposed to be high stakes. But the solution for me isn’t to fudge rolls, but play a different game. I don’t really like stupid deaths like that, so I don’t play games that facilitate it. I know that’s kind of “baby with the bathwater” for some people, but I really do think some people are fighting against what D&D trends towards, when there are better tools. It’s a hammer. Sometimes you want a screwdriver or a pen.

                                          H This user is from outside of this forum
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                                          honytawk@lemmy.zip
                                          wrote last edited by
                                          #52

                                          Every TTRPG are just mechanics to tell a story.

                                          D&D’ rules may be 80% about combat, but they are all still there to facilitate the story. You aren’t wargaming.

                                          You roll dice to see how the story enfolds. Having it cut off abruptly because of a mistake calculation on the DM’s part while prepping the session goes against the story.

                                          Also, having a player sit around twiddling their thumbs for the rest of the session because their character died is not fun and goes against the reason why we play games in the first place.

                                          Fuck realism, it is a fantasy game we play to have fun. So getting rid of unfun aspects isn’t just recommended, it is a necessity.

                                          KichaeK J 2 Replies Last reply
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