squeen
8, 8, I forget what is for
Here's another topic:
How much do you reveal to the players?
Who rolls the dice?
Which game mechanics do players get to see?
Based on my best experiences as a player, I choose not to share much of the game mechanics with the players. They roll up their character stats. They get to know their hit points, but then...that's about it. I think it adds to the sense of immersion---like anything is possible. I know that's how I felt as a player.
Their sword is "magic" (they never know +1, +2, etc). Potion just have a color or smell. Even scrolls of new (non-standard) spells they find...are a bit mysterious until they cast them. Divinatory magic can give you a general sense of what a thing might do. They never know monster/NPC stats.
I do frequently let them roll important attacks and saving throws (I just tell them what number they need) because it keeps them involved in the action and adds tension. They also get to roll initiative.
I'm curious to know y'all thoughts and experiences?
How much do you reveal to the players?
Who rolls the dice?
Which game mechanics do players get to see?
Based on my best experiences as a player, I choose not to share much of the game mechanics with the players. They roll up their character stats. They get to know their hit points, but then...that's about it. I think it adds to the sense of immersion---like anything is possible. I know that's how I felt as a player.
Their sword is "magic" (they never know +1, +2, etc). Potion just have a color or smell. Even scrolls of new (non-standard) spells they find...are a bit mysterious until they cast them. Divinatory magic can give you a general sense of what a thing might do. They never know monster/NPC stats.
I do frequently let them roll important attacks and saving throws (I just tell them what number they need) because it keeps them involved in the action and adds tension. They also get to roll initiative.
I'm curious to know y'all thoughts and experiences?
Last edited: