Colt47 wrote:It sounds extra work that achieves little. There shouldn't be any reason not to just let people roll when they need to use their skill and use the percentage rolled. Is it really such a game breaking mechanic if players KNOW they rolled under the successful percentage? The better idea is to just use situational modifiers to the skill percentage. Prowling in daylight without some kind of aid is probably deserving of a penalty, while doing so at night in the dark while wearing a night suit probably deserves a boost. Just be sure to tell the player he might have a harder time or an easier time using his skill under said conditions.
I don't think that's exactly the issue.
Scenario:
You and the other players have just sent the party into a new room/chamber/whatever. None of you are wearing environmental armor.
The GM says, "Everybody make a save vs. lethal poison."
Now, even if the poison gas that fills the room is
completely undetectable, all the players now know what they're up against, and it will take a good deal of role-playing NOT to use this out-of-character knowledge in some way or another.
The players are less likely to have their characters act as they normally would, and instead try to find ways (even if only subconsciously) to get their characters the hell out of there, or to put on gas masks, or to whip out their poison-gas-detection gear that would have otherwise gone unused.
Really good players can overcome OOC knowledge in such circumstances, but most players are not
really good at roleplaying. Even for those who can overcome their OOC knowledge, it's a heck of a lot easier to stay in character the less OOC knowledge you have.
And sometimes, it's more exciting and more fun.
Now picture the same scenario, except the GM instead says:
"Mike, your character slumps to the floor, unmoving."
Mechanically, it nets out the same as if he had them roll the dice for their saves, and the one guy failed. The only difference is that the die rolls are set up beforehand, so the players don't gain OOC knowledge of what's going on.
With no indication of what's happening other than one guy falling to the floor (because his pre-rolled number doesn't make the save), the players and their characters both have the same information to go on, and it's a lot less work to actually
roleplay.
One guy might think it's gas. Another might think it's a psychic attack. Somebody else might think that it's the back-street cybernetics that the fallen character had recently installed.
Suddenly, things are a lot more interesting than before, and more intense.
In this case, he's doing the same thing with skills.
Scenario:
Mike falls down a well and needs to climb out.
He rolls the percentile dice, and gets a 100.
"Crap," he laughs. "I'll try again and hopefully not roll so high."
Same scenario with the pre-rolled numbers:
Mike doesn't know what number he rolled, so he doesn't know whether his character simply screwed up an easy challenge, or if the well is really THAT hard to climb.
He might still try again, but he might instead try to find another way out, assuming that it's too hard of a climb for him.
Or he might try again, but this time put more thought into the specifics of the situation, so as to get as many modifiers as possible on his side.
And any time you're talking about opposed skills against another player or NPC, it matters just as much.
You don't know whether your character inadvertently made a blunder when trying to sneak past the guards, or whether the guards are just THAT perceptive.
For that matter, if you succeed in the check, but still don't know what the number is, you don't know if you're THAT good, or if the guards are THAT bad.
But if you know what you rolled, then you have a lot more information about the situation. You can tell that if you rolled well and were still seen, the guards have something impressive on their side.
If you rolled bad and weren't seen, then you know that they're probably inattentive chumps.
It's all about controlling OOC knowledge, for the sake of both players and GM.
It doesn't work for every group or every adventure/campaign, but it can be a useful tool that provides advantage to the group.