Solid article, but I disagree with your framing of the high roll window. I would describe my DMing style as using the high roll window, but not for power fantasy forward momentum purposes.
Easier checks are typically going to be a larger proportion of all checks, so raising the floor on what low risk checks are made significantly reduces the amount of unnecessary checks at the table.
I definitely follow a ‘think your way out’ OSR style of DMing, however I do see value in allowing very rare Hail Mary checks, but for players those should be treated as a fail state. For the highest stakes moments at my table the assumption is that the odds of that roll will be weighted against them, so they are always looking for how to outsmart the problem in a way that lets them avoid having to roll. When I let them roll in those “very hard” circumstances it’s not just a roll for success, it’s that they have an idea for how to get through the problem but they haven’t been able to remove all of the risk.
Put simply, the high roll window is not just about power play, it can be about streamlining play while allowing high tension moments to come down to a dice roll once in a while.
Ok now that it’s not 2am, I can comprehend the graph better.
When I say obey the dice, I mean more than just following their outcomes. You need to approach the dice groveling on hands and knees, unbidden, saying, “oh please dice in your infinite wisdom tell me what should happen today, I am but a limited vertebrate organism and all my ideas are rip-offs of full metal alchemist crossed with game of thrones.” And the dice will say, “today you kill Dave”, and you thank them for their insight.
I don’t decide when to roll the dice, they decide when to roll me. Obedience is a limited word. Surrender is better. Worship.
I didn't know about Roll Windows, and now that I know it, I freaking love it! Each game may benefit from different roll windows depending on the game's "vibes". It's good to have this tool on the back of your mind when playing different games... Thanks for the reading Ben!
I like narrow. I respect the other approaches and understand the benefits of "there is always a chance..." My preference is to roll when there is a chance of failure and a meaningful outcome on the low side and if it is possible on the high side. If there is a genuine -- even remote -- chance of success, then they absolutely can roll for it. That stereotypical example comes to mind - saying no to a player wanting to roll a charisma check and ask the King for his kingdom upon their first meeting. I'd put myself in narrow, but how we define the high end has play to it!
For me, it's not so much about denying players a roll when they want to do something very hard, it's about incentivizing them to interact with the world to bring the difficulty down into a reasonable range. That interaction is my favorite part of the game.
I appreciate that reframing of it. While I think an honest no can be a valid tool (if used sparingly?), focusing on what can make things possible is a beautiful thing.
Solid article, but I disagree with your framing of the high roll window. I would describe my DMing style as using the high roll window, but not for power fantasy forward momentum purposes.
Easier checks are typically going to be a larger proportion of all checks, so raising the floor on what low risk checks are made significantly reduces the amount of unnecessary checks at the table.
I definitely follow a ‘think your way out’ OSR style of DMing, however I do see value in allowing very rare Hail Mary checks, but for players those should be treated as a fail state. For the highest stakes moments at my table the assumption is that the odds of that roll will be weighted against them, so they are always looking for how to outsmart the problem in a way that lets them avoid having to roll. When I let them roll in those “very hard” circumstances it’s not just a roll for success, it’s that they have an idea for how to get through the problem but they haven’t been able to remove all of the risk.
Put simply, the high roll window is not just about power play, it can be about streamlining play while allowing high tension moments to come down to a dice roll once in a while.
Oh wide window all the way. Obey the dice.
I agree that you should always obey the dice. This is more about when you should invoke the dice to start with.
Ok now that it’s not 2am, I can comprehend the graph better.
When I say obey the dice, I mean more than just following their outcomes. You need to approach the dice groveling on hands and knees, unbidden, saying, “oh please dice in your infinite wisdom tell me what should happen today, I am but a limited vertebrate organism and all my ideas are rip-offs of full metal alchemist crossed with game of thrones.” And the dice will say, “today you kill Dave”, and you thank them for their insight.
I don’t decide when to roll the dice, they decide when to roll me. Obedience is a limited word. Surrender is better. Worship.
I think that you telling "them it wouldn't work" is the whole point, it's the same thing as declaring failure without a roll.
The roll windows are fascinating.
I didn't know about Roll Windows, and now that I know it, I freaking love it! Each game may benefit from different roll windows depending on the game's "vibes". It's good to have this tool on the back of your mind when playing different games... Thanks for the reading Ben!
Thank you!
I like narrow. I respect the other approaches and understand the benefits of "there is always a chance..." My preference is to roll when there is a chance of failure and a meaningful outcome on the low side and if it is possible on the high side. If there is a genuine -- even remote -- chance of success, then they absolutely can roll for it. That stereotypical example comes to mind - saying no to a player wanting to roll a charisma check and ask the King for his kingdom upon their first meeting. I'd put myself in narrow, but how we define the high end has play to it!
For me, it's not so much about denying players a roll when they want to do something very hard, it's about incentivizing them to interact with the world to bring the difficulty down into a reasonable range. That interaction is my favorite part of the game.
I appreciate that reframing of it. While I think an honest no can be a valid tool (if used sparingly?), focusing on what can make things possible is a beautiful thing.