It occurs to me that open rolls are mostly a thing because it’s fun to roll dice, and character sheets are a thing because players like to optimise. It’s be fun to have a system where the rolls and player stats are hidden information and the players only have perception of how good their character is at stuff from the outcomes of their choices - like you can have a full-on Dunning Kruger wizard in your party, or be totally unaware that your barbarian has an innate skill for music.
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I mostly remember the events from the 1s I have rolled. 20s fade into insignificance
So it's nice when die rolls are open, do everyone can share in the expectation
Not going to lie, this sounds like a fun game.
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.
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.
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.
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
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.
I don't see the issue with the GM lying to players if the lie makes the game more fun and less frustrating.
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.
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.
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
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.
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
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.
What are they rolling unquestioned? Genuine question. I've had players roll unasked because they wanted to see if their character would do X or Y but that's not mechanical. That's them letting dice handle something they can't puzzle through in real time.
As for feats, rerolls, and their analogs in other systems, those are things for the character to decide to use. Most of those rolls, in most systems, are 'may' actions, which means the decision lies with the character. You wouldn't decide things for them, even if it seems obviously 'better' in your head for them to do it. You just let them avoid thinking about the numbers. You can even use software so you don't have to do the math. The point is just to move away from the distraction of the numbers.
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.
The modern game is so much simpler than the old ones. I'm so glad to see the back of THAC0
We had transitioned from the Basic, Advanced, then whatever the THACO version was. I didn't mind it so much but didn't have too much exposure to it.
It made for a good comic though, the image was: d&d character in a tavern trying to hit on a female patron. The caption was ; Hey babe what's your THACO
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.
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.
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.
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
I would agree with that. I'd rather not play than play in a bad group (or a group that doesn't play the style I enjoy)
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.
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 😅
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.
To be fair that still doesn't prevent you from kicking arseholes out of the group. I run games for randoms on Discord and will absolutely tell people to either remember that we're all here to have fun or to not bother coming back. That said I do recognise that it can be difficult to find groups sometimes and that can push people to have lower standards than they maybe should
I have a feeling that people who spend their time posting memes about shitty relations between players and DMs probably aren't actually playing that much.
Also, like, every social media platform seems to thrive on conflict, so there's probably a relationship between spending loads of time engaging with those platforms and having a shitty attitude in general.
I'll be going to my first dnd session next weekend. Can someone explain why metagaming bob doesn't like this regulation?
Edit: Thank you everyone! Great explainations.
Bob presumably has been using player knowledge to inform character decisions in a way the group doesn't like.
For example, illusions may require a wisdom check to realize they're not real. When Bob rolls openly on the table and gets a 1, he decides as a player that his character is going to treat the lava monsters as illusions. If he instead had to roll in the opaque jar, he as a player would be less certain about if they're illusions or real.
Bob: "Do I see anything?"
[Rolls a 1]
DM: "You see nothing"
Bob: "Well, DM probably only said that because of my shit roll, I bet there's something here"
Metagaming is broken into two halves. There’s the acceptable “suspend your disbelief” type of metagaming, where the entire table just sort of agrees that certain things (like a character being able to hike miles at a time while carrying 300 pounds of gear, just because they have a good Strength stat) is a perfectly normal thing. When people discuss metagaming, that’s usually not what they’re referring to.
When people discuss metagaming, they’re usually referring to when the player acts on knowledge that their character doesn’t have. For instance, maybe the player has already read/played the module before, so they know where all of the traps in a dungeon are. And maybe they take a route through the dungeon that conveniently avoids or bypasses every single trap. It’s one of those things that’s difficult for the DM to police, because delineating the difference between “the player got lucky/had a suspicion because of something I said when describing the room” vs “the player already knows what is going to happen” would require mind-reading. And notably, the only person who enjoys this type of metagaming is the metagamer. If the DM and the metagamer are the only ones who know the module, the metagamer is ruining a lot of the suspense and potential dramatic twists for the rest of the players at the table.
Wisdom governs a lot of “I want to find out something about the environment/this NPC” skills. Perception, Insight, Animal Handling, and Survival can all be used to notice things in different scenarios, (notice a trap, catch a lie, intuit an animal’s intentions, follow a trail in the wilderness, etc,) and all of them are governed by Wisdom. The only real exception is Investigation, which is governed by Intelligence. But Intelligence is mostly focused on “you remember this thing” skill checks, rather than “you notice this thing” skill checks.
As a result, Wisdom checks are often targets for metagaming. For instance, Perception allows you to detect things like traps or environmental details that would otherwise go unnoticed. Maybe a treasure chest has a false bottom, with extra loot hidden below it. The metagamer has already read the module and knows about the false bottom. And the metagamer will usually try to find ways to “force” certain results that they want, or will blatantly act on knowledge that their character wouldn’t have.
In the above “treasure chest with a secret compartment” example, maybe the metagamer (knowing there is loot under a false bottom) says they want to thoroughly search the chest. The DM calls for a Perception check as they rifle through the contents. The metagamer rolls, and the entire table can see that it is low. The metagamer knows they failed the Perception check. But they still want the loot at the bottom of the chest. So they say something like “when I don’t find anything worthwhile, I smash the chest in frustration.”
Now the DM is in a tricky spot. Do they reward the player and reveal that by smashing the chest, the player finds extra loot hidden in a secret compartment? Or do they try to punish the metagaming by saying that they find a bunch of smashed (now worthless) loot in what used to be a secret compartment? It’s a judgement call on the DM’s part, because the DM can’t read the player’s mind to know if they were trying to metagame.
For another example, maybe an NPC tells a lie. The metagamer asks if the NPC is lying. The DM calls for an Insight check. The metagamer sees the low roll, and the DM says the NPC seems to be telling the truth. Now the metagamer is in a spot where they (as the player) don’t believe the DM. But the metagamer’s character believes the lie, because they failed the Insight check. Now the metagamer may try to find ways to circumvent that failed Insight roll, by finding other ways to catch the NPC in a lie. Maybe they try to poke holes in the NPC’s story using History, Religion, Arcana, Nature, and/or Investigation (all governed by Intelligence) checks instead. Or maybe they go out of their way to find evidence that would disprove the lie. Even though their character would have no reason to do so, because their character believes the lie.
By hiding Wisdom checks from the players, it helps eliminate a lot of metagaming. Especially in the last example. If the Insight check was hidden from the player, the player wouldn’t know if they failed the check. So they just have to take the DMs word when they say the NPC seems to be telling the truth. It eliminates the entire “player saw the low roll and doesn’t believe the DM” part of things.
So first off, Meta-gaming in DnD is a bit weird. It's both acceptable and not acceptable, depending on the limitations therein. Like it is technically metagaming to have one PC trust another after just meeting in the game for the first time but this is not just acceptable but actively encouraged in some games because you don't want to draw out being untrustworthy of your party in the first session when the whole goal is to play together.
But the flipside is bad metagaming like if you read a module ahead of time, have information about that and then use that to take actions like fetching a bad guys bugout bag and investigating a specific wall to see through the illusion (Fuck you, you giant turtle asshole... sorry. Bad experience) then that is just you being shitty because you're not really playing the game. This is taken a step further with dice rolls. You may or may not notice that some DMs will ask for a specific DC and other ones will just ask for a roll and then tell you if you succeeded/failed after the fact. The ones who ask for it after the fact have typically dealt with a lot of Metagaming Bobs. People who, when they hear a specific DC, will roll just barely that DC or roll to beat it. Especially if it is a big and important roll. They don't want the dice to tell the story, they just want to win. They don't understand the game. To them it's being the hero or succeeding everytime so they'll lie about the dice rolls.
Metagaming bob is upset in this instance because the DM has elected to have all players roll in a specific thing so that only the DM can see the roll. That way only the DM knows whether they succeeded or failed. Bob feels like his agency has been taken away and he doesn't trust the DM. He thinks the DM will just lie about the rolls because Bob can't understand playing the game in any way other than how he sees it. He is mentally accusing the DM of doing what he does. So when he says that there is a problem, the DM knows that he has caught Bob.
From this point, Bob will typically flame out of the party. He will get upset about something and either be pushed out by all other players and the DM or just leave himself. Less often, Bob starts to learn the error of his ways and accepts the dice as the true storytellers and all of us just along for the ride.
I hope that helps and I hope that you have a fantastic session next weekend! May you always roll with advantage and the dice be forever in your favor <3
I took it another way, where Wisdom specifically controls skills like Perception, Insight, and Animal Handling. Basically, skills that allow your character to notice or intuit things about the environment/NPCs.
Let’s say an NPC tells a lie, and you ask whether or not they’re lying. The DM asks you to roll an Insight check, and see that you rolled a 1. This means you (as the player) know you can’t trust when the DM says the NPC is being truthful. But your character believes the NPC, because you obviously failed the Insight roll. And that’s where the metagaming comes into play, with the player finding alternative ways to be able to act on what they believe was a lie, even though their character believes something to be a truth.
By hiding the Insight roll from the players, it obfuscates the pass/fail, and eliminates the entire “player knows someone was lying but their character doesn’t” metagame.
And that’s where the metagaming comes into play, with the player finding alternative ways to be able to act on what they believe was a lie, even though their character believes something to be a truth.
My favorite solution to this comes from Fate's compels. In short, you bribe the player with the equivalent of Inspiration for buying in.
So, yeah, maybe the NPC is lying, but I can invoke their "Very Trustworthy" aspect, because the dice said they're coming off as very trustworthy, and you get a nice shiny fate point so long as you go along with it.
It can channels the metagamer's desire to win in a more story friendly direction.
...individual game systems vary, but fifth-edition D+D was designed with many mechanics which depend upon open rolls with secret modifiers: if your players' characters can perceive an action taking place, roll openly; if they can't, invert the roll (DC-12 modifier) and roll secretly against their passive scores...
My DM last week decided to have this weird fucky thing in the area that we were at. Some fucky wucky magic that was making it so after every roll (except for attacks) the DM made another roll to determine odds or evens. If it was evens, your roll worked as normal. If it was odds, your roll was reversed so that your nat 20 would become a nat 1. But that also meant if you ended up with a nat 1 and he rolled an odd, you'd get a nat 20. This happened twice. We were all laughing nonstop because like... none of us could have metagamed it if we wanted to. And some of us roll physically and others on dnd beyond. DM just trusts us. So when I said a Nat 1 at one point with a pained sigh, I had forgotten about his odds/evens thing. He rolled and started laughing and then we all started laughing as the roll went through stupendously well.
Not exactly the same as what you're describing but I thought it was fun and wanted to share <3
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.