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If a player can figure his own odds in his head, fine. But, D6 dice make it hard to figure some odds, and I sure don't want my players looking at a chart to consider his chances.
My games are highly roleplay centric - I hardly see how looking at the chart to know their chances
after they are committed to the roll has any kind of negative impact on that!
It also helps inform why the dice and lady luck were 'so cruel to them'. When people can actually see that a DM may only mean every X dice they are more likely to succeed, they get a better feel for what things mean
ingame - such as why their efforts failed (ala - the odds where long once they started pushing on that rock). This type of metagame information is useful to the roleplay - my Players know how to gauge things better ingame from their PC's perspective - just as actors are informed by more than just their lines in order to better set the tone and emotions of their characters.
In that vein, I will also proactively when prudent, and when asked, give my impression of what their PC might 'think' are their odds of a task. Whether that answer just amounts to 'no idea' or how close to the roll chances will be depends on a lot of factors related to what their PC would 'know'.
Players also don't get false preconceptions of a small modifier making 'huge' changes in what they should expect for their rolls.
You seem to have a House System where you roll the same type of roll for same types of things. Very consistent.
Not really a house system at all - largely just LBB1-3 style from the rules as written. Which, with very few exceptions, is 'roll over target value with DMs'.
I keep it simple so I can go with my gut on the odds. It also doesn't give my Players cause to have to think more about the dice and the mechanics that get thrown at them. Cutesy dice mechanics aren't for me - I think they put too much focus on the metagame and often 'simulation' rather than play.
Seriously, you just went from '
I consider this a BIG no-no. Why? I never want my players thinking about dice and odds.' to throwing out adhoc number of dice, roll under and roll over, roll based targets and two rolls for one action roll mechanics?
I'd definitely only use one, though. You don't want to place too many modifiers on this system.
I'd entertain a good argument for a skill to help out, if a player made a case.
I factor in numerous aspects - circumstances, skill, stats, career and pre/in play background.
Just not as separately compounded DMs.
This is the difference between structured and unstructured roll mechanics. I'm looking at what I expect to be the odds - not letting some simple predefined numbers stackup and determine the odds, often absurdly.
Not only do I not blindly add DMs together, DMs can vary based on the situation. Example: Again using a crowbar - but this time to pry apart something stuck together (with glue, bolts, what have you)... in lower gravity the DM might be lower to reflect that the reduced counter force of the lowered weight of the prying person.
Sure, I could do this with a situational modifier added to the check, but then the situational modifier is actually specific to the method of using the crowbar, not the base situation - so it would change when another PC tries without a crowbar.
And, a generic situation modifier, like in MgT, is often in increments of 2 (due to things explained earlier in this thread
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), but I may only want to lower the crowbar DM by one because the gravity isn't that low.
And by simply situationally setting the crowbar DM, I am avoiding thinking about the extra math and tracking mentally two DMs where I really only need one.
I also avoid the Player specifically thinking about odds and mechanics - like, 'hey I get a +4 for Crowbar and +1 for Strength'. Instead they think more like their PC - the crowbar should give me some good advantage, and I'm stronger than Joe... without explicitly quantifying it.