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	<title>Comments on: Share Target Numbers with Your Players</title>
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	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: Frank Filz</title>
		<link>http://www.treasuretables.org/2007/08/share-target-numbers-with-your-players/comment-page-1#comment-12487</link>
		<dc:creator>Frank Filz</dc:creator>
		<pubDate>Tue, 14 Aug 2007 19:19:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=826#comment-12487</guid>
		<description>Telas, I don&#039;t actually mind the player metagaming the AC of the troll with breast plate, that&#039;s just applying knowledge. But then I don&#039;t really have a problem with the players knowing details from the Monster Manual. If I want a surprise of this nature, I need to make the monster non-stock in some way.

Otherwise, I agree with you.

Frank</description>
		<content:encoded><![CDATA[<p>Telas, I don&#8217;t actually mind the player metagaming the AC of the troll with breast plate, that&#8217;s just applying knowledge. But then I don&#8217;t really have a problem with the players knowing details from the Monster Manual. If I want a surprise of this nature, I need to make the monster non-stock in some way.</p>
<p>Otherwise, I agree with you.</p>
<p>Frank</p>
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		<title>By: Telas</title>
		<link>http://www.treasuretables.org/2007/08/share-target-numbers-with-your-players/comment-page-1#comment-12483</link>
		<dc:creator>Telas</dc:creator>
		<pubDate>Tue, 14 Aug 2007 17:34:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=826#comment-12483</guid>
		<description>No problem.  

I played in a game where the AC numbers were hidden until we discovered them, and I enjoyed it very much.  At one point we had a player who would metagame the ACs (Troll, with a breastplate... he&#039;ll be AC 21), and it was very annoying, knowing in advance the numbers necessary.  It really takes some of the sense of mystery and discovery out of the game.

Boiling it down to a straight numbers game is similar to saying, &quot;There&#039;s a secret door in the south wall that leads to the treasure room, if anyone can roll a DC25 Search check.&quot;  (Extreme example, admittedly.)

That said, there are definitely some caveats.  Don&#039;t hide every target number - if you&#039;ve got any ranks in Climb, you should know the DC of a rough cliff face.  And give hints liberally - Armor&#039;s obvious, but Mage Armor isn&#039;t until you engage in combat.</description>
		<content:encoded><![CDATA[<p>No problem.  </p>
<p>I played in a game where the AC numbers were hidden until we discovered them, and I enjoyed it very much.  At one point we had a player who would metagame the ACs (Troll, with a breastplate&#8230; he&#8217;ll be AC 21), and it was very annoying, knowing in advance the numbers necessary.  It really takes some of the sense of mystery and discovery out of the game.</p>
<p>Boiling it down to a straight numbers game is similar to saying, &#8220;There&#8217;s a secret door in the south wall that leads to the treasure room, if anyone can roll a DC25 Search check.&#8221;  (Extreme example, admittedly.)</p>
<p>That said, there are definitely some caveats.  Don&#8217;t hide every target number &#8211; if you&#8217;ve got any ranks in Climb, you should know the DC of a rough cliff face.  And give hints liberally &#8211; Armor&#8217;s obvious, but Mage Armor isn&#8217;t until you engage in combat.</p>
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		<title>By: naidrocsiD</title>
		<link>http://www.treasuretables.org/2007/08/share-target-numbers-with-your-players/comment-page-1#comment-12474</link>
		<dc:creator>naidrocsiD</dc:creator>
		<pubDate>Tue, 14 Aug 2007 07:32:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=826#comment-12474</guid>
		<description>Most people seem to agree that giving target numbers is way to go (atleast often). Though I&#039;ve really seen only one good justification (darelf: &quot;We don&#039;t like it, nuh-uh.&quot;)

Frank, rest of you AC hiding people, how important part as a game you see the discovering the AC instead of hearing them? On scale 1-10? Have you played how many games that you do get the numbers upfront? What was the thing you really don&#039;t like. Actual examples only.

And search/spot rolls? How important is it for you, &lt;b&gt;as a player&lt;/b&gt; that you &lt;b&gt;do not&lt;/b&gt; get to know that you failed a search/spot check or similar &#039;counter-example&#039; of open DC:s? How many games you&#039;ve played that you get the numbers upfront? Why were they worse? Actual examples, please?


.. Also if someone would explain to me, why having an extimate of probability which is (kinda) estimate of effect is more tactical than just knowing probability? Tactics is about applying limited resources in optimal way, so how can it be more tactical with less information? I can see that if you have way of applying resources to learn stuff, but..

(iz contenshus martin! I iz involved)</description>
		<content:encoded><![CDATA[<p>Most people seem to agree that giving target numbers is way to go (atleast often). Though I&#8217;ve really seen only one good justification (darelf: &#8220;We don&#8217;t like it, nuh-uh.&#8221;)</p>
<p>Frank, rest of you AC hiding people, how important part as a game you see the discovering the AC instead of hearing them? On scale 1-10? Have you played how many games that you do get the numbers upfront? What was the thing you really don&#8217;t like. Actual examples only.</p>
<p>And search/spot rolls? How important is it for you, <b>as a player</b> that you <b>do not</b> get to know that you failed a search/spot check or similar &#8216;counter-example&#8217; of open DC:s? How many games you&#8217;ve played that you get the numbers upfront? Why were they worse? Actual examples, please?</p>
<p>.. Also if someone would explain to me, why having an extimate of probability which is (kinda) estimate of effect is more tactical than just knowing probability? Tactics is about applying limited resources in optimal way, so how can it be more tactical with less information? I can see that if you have way of applying resources to learn stuff, but..</p>
<p>(iz contenshus martin! I iz involved)</p>
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		<title>By: Frank Filz</title>
		<link>http://www.treasuretables.org/2007/08/share-target-numbers-with-your-players/comment-page-1#comment-12472</link>
		<dc:creator>Frank Filz</dc:creator>
		<pubDate>Mon, 13 Aug 2007 20:54:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=826#comment-12472</guid>
		<description>Telas, oh, I think we&#039;ve agreed before...

Martin: why discover the ACs? When tactical, gamist play is the game style, I think it makes sense. Sure, players ARE good at figuring out ACs, but it still allows them to develop and use a skill. Also, while the players will figure out the ACs pretty quick, they still have to commit themselves to the combat to discover them.

In a less gamist game, or one not focused so much on tactics, then it may make more sense to be open with AC. I also agree with your comment about hero points, but the use of hero points is definitely a different game style than the hard core tactical/gamist that makes AC discovery an element of play.

I should also note that discovery of AC is probably acceptable/good in some forms of simulationism, which can have just as much focus on tactical combat, just with a different goal. In fact, some might argue that such &quot;in character&quot; discovery is a hallmark of simulationism, though in fact it isn&#039;t.

Frank</description>
		<content:encoded><![CDATA[<p>Telas, oh, I think we&#8217;ve agreed before&#8230;</p>
<p>Martin: why discover the ACs? When tactical, gamist play is the game style, I think it makes sense. Sure, players ARE good at figuring out ACs, but it still allows them to develop and use a skill. Also, while the players will figure out the ACs pretty quick, they still have to commit themselves to the combat to discover them.</p>
<p>In a less gamist game, or one not focused so much on tactics, then it may make more sense to be open with AC. I also agree with your comment about hero points, but the use of hero points is definitely a different game style than the hard core tactical/gamist that makes AC discovery an element of play.</p>
<p>I should also note that discovery of AC is probably acceptable/good in some forms of simulationism, which can have just as much focus on tactical combat, just with a different goal. In fact, some might argue that such &#8220;in character&#8221; discovery is a hallmark of simulationism, though in fact it isn&#8217;t.</p>
<p>Frank</p>
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		<title>By: Martin</title>
		<link>http://www.treasuretables.org/2007/08/share-target-numbers-with-your-players/comment-page-1#comment-12469</link>
		<dc:creator>Martin</dc:creator>
		<pubDate>Mon, 13 Aug 2007 20:42:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=826#comment-12469</guid>
		<description>Chris, your point about AC was the genesis for this post. In every group I&#039;ve gamed with, the players know the ACs they care about within a round or two -- so why waste the time hiding it from them?

This goes double when players have to consider spending constrained resources like action points to boost rolls. It sucks to spend an AP and find out later that you hit without it.

If, as a GM, you put a lot of effort into describing foes in ways that indicate how tough they&#039;re going to be to hit/damage, that seems like a viable alternative. Even then, though, I think I&#039;d rather just know the AC.

I actually expected this to be a more contentious topic than it&#039;s proved to be so far. ;)</description>
		<content:encoded><![CDATA[<p>Chris, your point about AC was the genesis for this post. In every group I&#8217;ve gamed with, the players know the ACs they care about within a round or two &#8212; so why waste the time hiding it from them?</p>
<p>This goes double when players have to consider spending constrained resources like action points to boost rolls. It sucks to spend an AP and find out later that you hit without it.</p>
<p>If, as a GM, you put a lot of effort into describing foes in ways that indicate how tough they&#8217;re going to be to hit/damage, that seems like a viable alternative. Even then, though, I think I&#8217;d rather just know the AC.</p>
<p>I actually expected this to be a more contentious topic than it&#8217;s proved to be so far. <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: Telas</title>
		<link>http://www.treasuretables.org/2007/08/share-target-numbers-with-your-players/comment-page-1#comment-12466</link>
		<dc:creator>Telas</dc:creator>
		<pubDate>Mon, 13 Aug 2007 19:16:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=826#comment-12466</guid>
		<description>I agree entirely with Frank&#039;s comment, that AC should be &quot;discoverable&quot;, and most DCs should be given if it&#039;s reasonable that the character could discern them.

FWIW, I play D&amp;D pretty exclusively.

Wow, I just agreed with Frank.  Is that a sign of the End Times?  ;)

Telas</description>
		<content:encoded><![CDATA[<p>I agree entirely with Frank&#8217;s comment, that AC should be &#8220;discoverable&#8221;, and most DCs should be given if it&#8217;s reasonable that the character could discern them.</p>
<p>FWIW, I play D&amp;D pretty exclusively.</p>
<p>Wow, I just agreed with Frank.  Is that a sign of the End Times?  <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Telas</p>
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		<title>By: darelf</title>
		<link>http://www.treasuretables.org/2007/08/share-target-numbers-with-your-players/comment-page-1#comment-12464</link>
		<dc:creator>darelf</dc:creator>
		<pubDate>Mon, 13 Aug 2007 17:58:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=826#comment-12464</guid>
		<description>Mark&#039;s suggestion should either come with a [d20] tag or with a huge disclaimer of D.O.G. (Depends On the Game)

And it&#039;s not just about individual play style but on how the game itself is constructed.  Can you imagine even trying to give away numbers in HackMaster?  If the players didn&#039;t kill you for trying, you still have all the wonky formula to try to &quot;explain&quot; which will never work anyway.  The game is designed to have that obstacle built into certain rolls.

Imagine(the rpg) has an actual explanation and an in-game mechanical way of discovering those numbers if you want them.  It is still one of my group&#039;s favorite games because of those features.

And, of course, there &lt;b&gt;is&lt;/b&gt; play style to consider.  A group ( like mine ) that loves HackMaster is not going to want the numbers &quot;disclosed&quot; even in a d20 game.

So...  this wouldn&#039;t go over well with my regular group and in fact I sometimes get chewed out for accidentally giving away numbers.  Thanks but no thanks.</description>
		<content:encoded><![CDATA[<p>Mark&#8217;s suggestion should either come with a [d20] tag or with a huge disclaimer of D.O.G. (Depends On the Game)</p>
<p>And it&#8217;s not just about individual play style but on how the game itself is constructed.  Can you imagine even trying to give away numbers in HackMaster?  If the players didn&#8217;t kill you for trying, you still have all the wonky formula to try to &#8220;explain&#8221; which will never work anyway.  The game is designed to have that obstacle built into certain rolls.</p>
<p>Imagine(the rpg) has an actual explanation and an in-game mechanical way of discovering those numbers if you want them.  It is still one of my group&#8217;s favorite games because of those features.</p>
<p>And, of course, there <b>is</b> play style to consider.  A group ( like mine ) that loves HackMaster is not going to want the numbers &#8220;disclosed&#8221; even in a d20 game.</p>
<p>So&#8230;  this wouldn&#8217;t go over well with my regular group and in fact I sometimes get chewed out for accidentally giving away numbers.  Thanks but no thanks.</p>
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		<title>By: Dave T. Game</title>
		<link>http://www.treasuretables.org/2007/08/share-target-numbers-with-your-players/comment-page-1#comment-12463</link>
		<dc:creator>Dave T. Game</dc:creator>
		<pubDate>Mon, 13 Aug 2007 17:48:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=826#comment-12463</guid>
		<description>I too employ a hybrid style. In D&amp;D, I definitely share all saving throw DCs, and most skill checks. Things like searching for secret doors I keep closer to the vest to prevent from giving too much away (which I think players enjoy anyway). AC I reveal when they get close to it, since they&#039;ll be able to figure it out anyway, but not initially to ruin any surprise.

I think the bigger issue is &quot;why am I asking for this roll?&quot; It&#039;s now a big pet peeve of mine when playing where the DM asks everyone to make a Listen check, and then individually asks everyone for their rolls, and then points out who made it (though sometimes forgetting in the process!) It&#039;s much easier to just have everyone roll and either tell them &quot;If you rolled higher than X, you hear this...&quot; OR say &quot;Whoever rolled the highest hears this...&quot;</description>
		<content:encoded><![CDATA[<p>I too employ a hybrid style. In D&amp;D, I definitely share all saving throw DCs, and most skill checks. Things like searching for secret doors I keep closer to the vest to prevent from giving too much away (which I think players enjoy anyway). AC I reveal when they get close to it, since they&#8217;ll be able to figure it out anyway, but not initially to ruin any surprise.</p>
<p>I think the bigger issue is &#8220;why am I asking for this roll?&#8221; It&#8217;s now a big pet peeve of mine when playing where the DM asks everyone to make a Listen check, and then individually asks everyone for their rolls, and then points out who made it (though sometimes forgetting in the process!) It&#8217;s much easier to just have everyone roll and either tell them &#8220;If you rolled higher than X, you hear this&#8230;&#8221; OR say &#8220;Whoever rolled the highest hears this&#8230;&#8221;</p>
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		<title>By: Frank Filz</title>
		<link>http://www.treasuretables.org/2007/08/share-target-numbers-with-your-players/comment-page-1#comment-12461</link>
		<dc:creator>Frank Filz</dc:creator>
		<pubDate>Mon, 13 Aug 2007 16:50:48 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=826#comment-12461</guid>
		<description>I prefer not to share ACs. But then, as a gamist, I also see nothing wrong with the players keeping track of what they needed to hit and figuring out the AC.

I am all for disclosing DCs anytime a character could make a reasonable evaluation as to the difficulty, though I could see having occaisions where it might make sense to lie (because there is some kind of trap involved, or the PC is using an as yet unanalyzed magic item). Of course in the case of search checks, where the PC doesn&#039;t have a reasonable way to evaluate difficulty, then it would be reasonable to keep the DC secret. Even then, sometimes it might be reasonable to say something like: &quot;The DC for finding the missing ring in this particular room is 30 because of the heaps of trash.&quot; Of course it would also be reasonable for the GM to secretly keep that the DC is actually 35, because it isn&#039;t the trash the PCs have to sort through, but they have to find a hidden compartment under the trash.

Of course how DCs are shared depends totally on the style of play. There are some styles of play for which making almost everything public improves the game. Other styles of play require at least some hidden knowledge and surprises.

Frank</description>
		<content:encoded><![CDATA[<p>I prefer not to share ACs. But then, as a gamist, I also see nothing wrong with the players keeping track of what they needed to hit and figuring out the AC.</p>
<p>I am all for disclosing DCs anytime a character could make a reasonable evaluation as to the difficulty, though I could see having occaisions where it might make sense to lie (because there is some kind of trap involved, or the PC is using an as yet unanalyzed magic item). Of course in the case of search checks, where the PC doesn&#8217;t have a reasonable way to evaluate difficulty, then it would be reasonable to keep the DC secret. Even then, sometimes it might be reasonable to say something like: &#8220;The DC for finding the missing ring in this particular room is 30 because of the heaps of trash.&#8221; Of course it would also be reasonable for the GM to secretly keep that the DC is actually 35, because it isn&#8217;t the trash the PCs have to sort through, but they have to find a hidden compartment under the trash.</p>
<p>Of course how DCs are shared depends totally on the style of play. There are some styles of play for which making almost everything public improves the game. Other styles of play require at least some hidden knowledge and surprises.</p>
<p>Frank</p>
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		<title>By: lebkin</title>
		<link>http://www.treasuretables.org/2007/08/share-target-numbers-with-your-players/comment-page-1#comment-12459</link>
		<dc:creator>lebkin</dc:creator>
		<pubDate>Mon, 13 Aug 2007 16:38:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=826#comment-12459</guid>
		<description>I generally always give out target DCs for skills and saves.  It creates a great deal of excitement when the odds are extremely long; and it creates equal amusement when success is almost assured and a 1 comes up.  It also lets them figure out what they need to roll before hand, rather than after.

With AC, I don&#039;t give it away initially, but usually reveal it after a few rounds.  Initially, the players enjoy trying to guess and discover which enemies are easy to hit and which are hard.  But later revealing the AC allows the game to move faster.  

So a good mix of both hidden and revealed values seems to work best for me.  The key is to tailor it to what the players enjoy.</description>
		<content:encoded><![CDATA[<p>I generally always give out target DCs for skills and saves.  It creates a great deal of excitement when the odds are extremely long; and it creates equal amusement when success is almost assured and a 1 comes up.  It also lets them figure out what they need to roll before hand, rather than after.</p>
<p>With AC, I don&#8217;t give it away initially, but usually reveal it after a few rounds.  Initially, the players enjoy trying to guess and discover which enemies are easy to hit and which are hard.  But later revealing the AC allows the game to move faster.  </p>
<p>So a good mix of both hidden and revealed values seems to work best for me.  The key is to tailor it to what the players enjoy.</p>
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		<title>By: John Arcadian</title>
		<link>http://www.treasuretables.org/2007/08/share-target-numbers-with-your-players/comment-page-1#comment-12455</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Mon, 13 Aug 2007 12:13:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=826#comment-12455</guid>
		<description>The system I play usually has disclosure of the target # on most things, but there are a few areas where you can&#039;t do it reasonably.  Search type checks, things where the player should think the character succeeded whether they did or not.     Usually I let most other things be upfront and out in the open. That is where I make all my rolls.</description>
		<content:encoded><![CDATA[<p>The system I play usually has disclosure of the target # on most things, but there are a few areas where you can&#8217;t do it reasonably.  Search type checks, things where the player should think the character succeeded whether they did or not.     Usually I let most other things be upfront and out in the open. That is where I make all my rolls.</p>
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		<title>By: Jervis Pax</title>
		<link>http://www.treasuretables.org/2007/08/share-target-numbers-with-your-players/comment-page-1#comment-12454</link>
		<dc:creator>Jervis Pax</dc:creator>
		<pubDate>Mon, 13 Aug 2007 10:17:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=826#comment-12454</guid>
		<description>I almost always divulge the &quot;to hit&quot; number so that the players can figure out their own bonuses and so that combat can move along at some kind of pace beyond snails&#039;. (though even then some battles become epic). 

Similarly, I nearly, almost always reveal saving throw, ability, or skill check requirements if it will add to the game.  Who doesn&#039;t love watching the entire party cringe when the player with the lowest dex is forced to &quot;roll under an eight&quot; on a d20?  

Sometimes...hardly ever...almost never...do I just ask a player to roll a die without knowing why.  On the rare occasion when I do ask for a blind roll, the players know something is up.  The die is rolled, the players look up expectantly, and I stare at the die, shaking my head slightly as though I am disheartened for their sakes, or incredulously like I can&#039;t believe the number.  At that point the tension builds immensely and you can feel the excitement in the air.    

All that said, I guess I agree with Stupid ranger who said &quot;it depends on the group and on the specific encounter which method works best,&quot; but in general I usually prefer to let them know where they stand.</description>
		<content:encoded><![CDATA[<p>I almost always divulge the &#8220;to hit&#8221; number so that the players can figure out their own bonuses and so that combat can move along at some kind of pace beyond snails&#8217;. (though even then some battles become epic). </p>
<p>Similarly, I nearly, almost always reveal saving throw, ability, or skill check requirements if it will add to the game.  Who doesn&#8217;t love watching the entire party cringe when the player with the lowest dex is forced to &#8220;roll under an eight&#8221; on a d20?  </p>
<p>Sometimes&#8230;hardly ever&#8230;almost never&#8230;do I just ask a player to roll a die without knowing why.  On the rare occasion when I do ask for a blind roll, the players know something is up.  The die is rolled, the players look up expectantly, and I stare at the die, shaking my head slightly as though I am disheartened for their sakes, or incredulously like I can&#8217;t believe the number.  At that point the tension builds immensely and you can feel the excitement in the air.    </p>
<p>All that said, I guess I agree with Stupid ranger who said &#8220;it depends on the group and on the specific encounter which method works best,&#8221; but in general I usually prefer to let them know where they stand.</p>
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