Cope
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I would say you as a player experience the game best when you are not privy to 90% of what happens behind the DM screen. The more mystery there is, the better. Half the point of the screen is for the DM to be able to weigh if certain things trigger and if they do not, imo. I agree that D&D is at its best when a DM loosely has what an idea for the campaign but leave it up to the players to write the story.
I personally had the most fun as a player when the DM was constantly rolling hidden checks, since out of character you feel that danger is lurking. I agree that you wouldn’t want predictable outcomes for whatever happens next, since the fun is in the mystery.
I would say that the DM has a lot of agency to pick and choose what moments you succeed versus fail. The DM may throw a check at you that requires a 30+ to succeed, but you don’t know that in the moment. Likewise, if you’re in a close fight and one of the players scores a natural 20 and a big hit, then I feel it’s a better moment for the story if that enemy drops from that. Rather than having the foe still stand with a couple hp, it dodges the next two rounds of hits, and wipes the party.
I agree totally, but the rolls that aren’t supposed to be behind the screen shouldn’t be. It removes agency from the players when the DM is deciding what they can and can’t do. Like you said, there are plenty of things they do control. There’s no reason to control other things. There should be hidden checks for things like spotting traps/enemies they aren’t aware of, and things like that. Their actions shouldn’t be hidden though.
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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.
For the bandit thing, a good DM would say that they look strong or that their equipment looks expensive, or something like that. A decent one would at least answer the player’s question on if they look tough. I agree though that D&D 5E, in particular, has a lot of issues though. It isn’t a great system. It’s just popular.
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If your group has the trust, there is something to be said for making all rolls GM rolls. The GM is going to tell you how it turns out anyway so why not just make them roll? Let them handle the mechanical elements of the game so the players can focus on the role play.
I like making the math rocks go clicky clack though
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If your group has the trust, there is something to be said for making all rolls GM rolls. The GM is going to tell you how it turns out anyway so why not just make them roll? Let them handle the mechanical elements of the game so the players can focus on the role play.
If your group has the trust
This is the heart of tons of table drama. The DM wants to tell a story and the players want to be heroic. The dice add randomness that can add drama, but they also cause chaos by introduction outcomes people don’t want.
If you’re just trusting the DM, why have rolls at all? Just tell GM what you’re doing and GM tells you what happens. But then players feel like they’ve got less heroic agency. They’re not pulling together a brunch of cool traits to do something risky and daring. They’re saying “I leap over the battlement and drive my spear into the champion’s throat” and the DM either says “Yeah” or “Nah”. You need phenomenal trust in your GM for that to work. A bunch of 12 year olds at a table aren’t going to have that.
Let them handle the mechanical elements of the game so the players can focus on the role play.
The mechanics are, ostensibly, there to facilitate the roleplay. The paladin’s smite isn’t just a set of numbers, it’s an expression of their role as holy warrior and divine judge.
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The confusion here is there are a few different ways of playing D&D and many different types of DMs out there. The number one rule that matters, imo, is that everyone is having fun and enjoying the game at your table.
Some players don’t want their characters to die, at least non-meaningfully, in a campaign that’s meant to be long-running. D&D is as much about the story as it is about having fun and setting expectations with your players.
If you market the campaign as mostly storytelling and light combat, but then the party rolls up geared for the former but not the later - then people will likely leave feeling frustrated instead of feeling like they had fun when they die to a random encounter. If you don’t set expectations well or prepare people well, then some people will quit playing right there instead of creating a new character.
If I want a high-stakes, combat-geared campaign where people will be expected to create new characters at some point then I feel it’s important to lay that out from session zero.
If I want some middle of road campaign geared towards storytelling and medium combat, even then I’d be letting players know from the start that their characters can die from any encounter if they push their luck too much.
The confusion here is there are a few different ways of playing D&D and many different types of DMs out there.
This is an important point. There’s not really a “right” way to play so much as a “right way for your group”.
I don’t think D&D specifically does a good job of guiding groups into finding what they’ll enjoy. It comes loaded with a lot of assumptions, and then different players can sit down at a table without realizing how different their axioms are.
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For me as a GM this is a nightmare scenario. You want me to not only manage story, NPCs, physics, metaphysics, narrative cohesion, pacing, world building, encounter design and scheduling, I now have to make your rolls too? Miss me with that shit.
I would turn this around: If there is trust [to not meta game] there is no need for the GM to make any rolls or have hidden stat blocks for any NPCs. This way the GM can focus more on roleplay.
This. In fact wishing I had someone dedicated to managing the rolls and mechanics is why I paid for a program that did it all for me. I have not important things to remember than the ac and HP of half a dozen goblins, three wolves, a bugbear, a druid who forgot she could shape shift, a wizard who can’t remember what spells they have and a dragonborn barbarian whi forgot what his breath weapon was. You want me to look up each characters stats for each roll too!? How about everyone is responsible for keeping track of their own shit while juggle an entire worlds worth of flaming adventure in front of you. If you can’t be trusted to play fair then suffer the consequences of everyone’s ire, and my surprise mind flayer to your shenanigans. You’re characters brain is mine now
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If your group has the trust, there is something to be said for making all rolls GM rolls. The GM is going to tell you how it turns out anyway so why not just make them roll? Let them handle the mechanical elements of the game so the players can focus on the role play.
I used to play when the basic D&D was out, we rolled. Later in highschool we had this amazing story telling dramatic DM, he did all the dicerolls. At first it felt odd, but since he kept the story moving it let you focus on group communication and your own role play.
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If your group has the trust
This is the heart of tons of table drama. The DM wants to tell a story and the players want to be heroic. The dice add randomness that can add drama, but they also cause chaos by introduction outcomes people don’t want.
If you’re just trusting the DM, why have rolls at all? Just tell GM what you’re doing and GM tells you what happens. But then players feel like they’ve got less heroic agency. They’re not pulling together a brunch of cool traits to do something risky and daring. They’re saying “I leap over the battlement and drive my spear into the champion’s throat” and the DM either says “Yeah” or “Nah”. You need phenomenal trust in your GM for that to work. A bunch of 12 year olds at a table aren’t going to have that.
Let them handle the mechanical elements of the game so the players can focus on the role play.
The mechanics are, ostensibly, there to facilitate the roleplay. The paladin’s smite isn’t just a set of numbers, it’s an expression of their role as holy warrior and divine judge.
That’s why you would keep the randomness of the dice, but isolate it. It’s easy to trust a DM to be reasonable when it comes to some things, but the randomness is useful in making the play more interesting, and people aren’t great at creating statistically distributed randomness. And if your DM is just looking at the die and saying, ‘yah’ or ‘nah,’ they shouldn’t be your DM. If your players can’t handle being told their characters’ attack didn’t land, they aren’t ready to play the game. It isn’t possible to win or lose DnD, but it’s absolutely possible to succeed or fail to play.
And you wouldn’t be removing the mechanical elements, such as the smite, just putting player focus on the diegetic space. They can still smite, but with their attention spent on thinking about the righteous smash of their weapon against the enemy’s armour and less on going ‘okay, then we carry the one, and…’
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I like making the math rocks go clicky clack though
The math has been within you the whole time, my boy. The rocks do nothing.
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For me as a GM this is a nightmare scenario. You want me to not only manage story, NPCs, physics, metaphysics, narrative cohesion, pacing, world building, encounter design and scheduling, I now have to make your rolls too? Miss me with that shit.
I would turn this around: If there is trust [to not meta game] there is no need for the GM to make any rolls or have hidden stat blocks for any NPCs. This way the GM can focus more on roleplay.
There is approximately zero weight to being the roller. If the added task of rolling a die you would normally ask them to roll is going to be the straw to break your back, you’re probably dealing with something else.
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That’s why you would keep the randomness of the dice, but isolate it. It’s easy to trust a DM to be reasonable when it comes to some things, but the randomness is useful in making the play more interesting, and people aren’t great at creating statistically distributed randomness. And if your DM is just looking at the die and saying, ‘yah’ or ‘nah,’ they shouldn’t be your DM. If your players can’t handle being told their characters’ attack didn’t land, they aren’t ready to play the game. It isn’t possible to win or lose DnD, but it’s absolutely possible to succeed or fail to play.
And you wouldn’t be removing the mechanical elements, such as the smite, just putting player focus on the diegetic space. They can still smite, but with their attention spent on thinking about the righteous smash of their weapon against the enemy’s armour and less on going ‘okay, then we carry the one, and…’
This sounds like a “GM is the entertainer” thing to me.
Either you think doing rolls is a mechanical burden that strips away immersion and reduces fun. In this case making the GM do all the rolls does the same to them and why would that be ok?
Or you don’t think rolling all the dice is a burden for the GM. Well then it wouldn’t be a burden for the players to do it either.
There are systems that are all player facing (players make all the rolls), but I’ve never heard of the system that expects the GM to make all the rolls.
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There is approximately zero weight to being the roller. If the added task of rolling a die you would normally ask them to roll is going to be the straw to break your back, you’re probably dealing with something else.
Well but it’s not just the rolling is it? And it’s not just “a die”. Its ALL the dice. And not just the ones I would ask them to roll, but the ones they’d normally roll unquestioned. And all their class feats and modifiers and Free Rerolls and on and on and on. Either the GM has all that data (and must therefore manage it) when making a roll or he has to request the mechanical data from the players, which is just as immersion breaking and way more time consuming.
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That’s why you would keep the randomness of the dice, but isolate it. It’s easy to trust a DM to be reasonable when it comes to some things, but the randomness is useful in making the play more interesting, and people aren’t great at creating statistically distributed randomness. And if your DM is just looking at the die and saying, ‘yah’ or ‘nah,’ they shouldn’t be your DM. If your players can’t handle being told their characters’ attack didn’t land, they aren’t ready to play the game. It isn’t possible to win or lose DnD, but it’s absolutely possible to succeed or fail to play.
And you wouldn’t be removing the mechanical elements, such as the smite, just putting player focus on the diegetic space. They can still smite, but with their attention spent on thinking about the righteous smash of their weapon against the enemy’s armour and less on going ‘okay, then we carry the one, and…’
And if your DM is just looking at the die and saying, ‘yah’ or ‘nah,’ they shouldn’t be your DM
Where do you think DMs come from?
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I agree totally, but the rolls that aren’t supposed to be behind the screen shouldn’t be. It removes agency from the players when the DM is deciding what they can and can’t do. Like you said, there are plenty of things they do control. There’s no reason to control other things. There should be hidden checks for things like spotting traps/enemies they aren’t aware of, and things like that. Their actions shouldn’t be hidden though.
I would say it shouldn’t be something you do often. Maybe if you’re secretly charmed or mind controlled I could see it, but I don’t think there would be too many instances a DM should be hiding a player’s roll.
For sure the DM shouldn’t abuse the player’s trust in those situations either. If it’s a hidden roll, the DM shouldn’t be lying about if the player actually passed the check or not.
I can see the appeal, for instance, of having the party running for their lives to escape a collapsing cave and having players make hidden rolls as they perform strength and dexterity checks on the way out. There can be tension behind not knowing if you pass or fail. Killing a player that way would kinda suck though rather than having some sort of funny outcome if they fail, imo.
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The confusion here is there are a few different ways of playing D&D and many different types of DMs out there.
This is an important point. There’s not really a “right” way to play so much as a “right way for your group”.
I don’t think D&D specifically does a good job of guiding groups into finding what they’ll enjoy. It comes loaded with a lot of assumptions, and then different players can sit down at a table without realizing how different their axioms are.
DMs are encouraged to be the guides for players, some players may not even know what type of player they will be until they sit down and play.
I agree there can be quite a range of differences for how people play. A balanced campaign can at least keep both role players and dungeon junkies happy, I feel.