Psybermagi says:
Here is a set of related questions I have thought about several times.
1.Can/should players roll ST for npc targets for their characters actions? (Lighten DM load)
No. Maybe in real-time play. But in play by post, you don't really get any benefit from this: it's not going to make the game go any faster, as the GM still has to narrate the results.
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2. Should DM post npc stats (ex AC & ST at being of combat) so players know when they hit and if they are effected (fail save)
No. It removes tension/immersion for those who pay attention and read such things (the minority), and for the majority of players, they're not going to read/remember/go back and reference things posted days/weeks ago in PbP.
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3. Should the DM show all rolls?
No, of course not. @ForeverDED answered this well:
ForeverDED says:
I don't believe that the DM should show
all rolls. In particular, if something is going on that the PCs know nothing about: Did the technician on the bad guy's ship repair that damaged item yet? Did the creature make its stealth check while it crept up on the PCs.
For combat, I do tend to show what the bad guys are rolling so that if/when the PCs get slammed, they can see for themselves that, yes, they got slammed.
Show the rolls for things the PCs can perceive, not the things they can't. In an encounter, that means you show the rolls for the participants that the PCs know are there. You don't show the rolls of undetected combatants that are sneaking away/creeping up on the PCs, nor the NPC who is remote-controlling the programmed diplomat negotiating the trade deal with the PCs (though you would show the diplomat's rolls). Out of an encounter, you don't show things that the PCs don't know, like the outcomes of battles in the neighboring kingdom, even though the effects will be felt by the PCs later (they'll hear the news and see the refugees in time).
Basically, it's important in PbP to show the players rolls for things that the PCs can know, and to not overload them with a bunch of extra information that might overwhelm them, confuse them as to what is actionable/relevant, or be noise for the few players that actually go back and review what has been posted in the past.
Of course this varies by system: some RPGs expect more or less information for the players than their PCs have, and some games like Numenera already have the players making all the rolls.
Gamers Plane allows us GMs the ability to hide the
reason for rolls and/or the
results of rolls, both of which are useful in particular kinds of games: hiding the reason for rolls is good for Paranoia (just to alert the players that
something is happening that they don't know), and hiding the results would be good for games like Birthright (where players know what sorts of things are happening every kingdom turn, but shouldn't know the results).
Last edited September 10, 2026 4:21 pm