[RPG] Can giving players “target numbers” like AC improve narration, and with what side-effects

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My players aren't narrating their actions as much as I want them to. Oftentimes, the narration is left solely up to me, the DM, and it's exhausting to come up with every successful (and failed) Ability Check, Attack Roll, and Saving Throw's narration. All (I was going to write "A majority" but this is more accurate, actually) my players' creative input right now is to roll the dice, see the number, look at me to say if they passed or failed, then silence as the game moves on.

To address this problem, what I want to do is give the players the Difficulty Class and Armor Class ahead of rolling. This way, they will know whether they succeeded or failed and can narrate accordingly.

What I'm asking is: What are the repercussions of this? Is this exploitable?

Best Answer

To answer your second question first, Yes. AC/DC (not the band) is exploitable.

Here is how. If they know the target AC they can try to game the system by knowing the target score and playing the fine line. Technically it will still be up to the dice (those can be fudged) but they might know whether or not something is a threat to them and it takes the mystery out of an encounter.

EX

Party comes across a 4 legged dragon-lizard looking enemy, it looks pretty intimidating and you as the DM can play up its "scary" factor. If they don't know the numbers behind the scenes they approach it more critically as it might be something tough. If they know the numbers behind it and they are pretty confident with their averages they will just charge it and smash it into oblivion, if they are confident, or try to bypass it if they know they can't probably win. (I don't know your groups dynamic, so their reactions may vary). If they know the AC is low they might not burn all of their daily spells or items. The players will likely already be trying to hit harder and more often, so knowing the an AC is really high isn't going to kill your game, but knowing that an enemy AC is pretty low, might.

As far as the repercussions, it dissolves suspension of disbelief and makes for less "mystery/discovery".

With DC its fundamentally the same. Try to describe the AC/DC of the object/monster with visual descriptions. A rusty lock is probably easier to pick than a pristine fancy one. An enemy covered in thick metal plating is probably harder to hit than one wearing leather. Describe their physique too, agile is just as hard to hit as tanky heavy armor.

The simplest solution, that I have implemented in my game, is to just say "how do you strike your enemy" allowing them to describe how they do their action, and then I dictate how the enemy reacts (regardless of success or failure). To add clarification here:

Ex (Miss):

(Player rolls a 15 and AC for the bad guy is lets say 17) Before you narrate what happens ask HOW he attacks. The player will say I lift my sword high above my head and swing it down towards his shoulder, trying to cut off his sword arm. You would reply, because the attack missed, the Knight saw you raise your sword and he lifted his shield to block to attack, causing the weapon to bounce of the strong steel.

Ex (Hit):

(Player rolls a 15 and AC for the bad guy is lets say 14) Before you narrate what happens ask HOW he attacks. The player will say I lift my sword high above my head and swing it down towards his shoulder, trying to cut off his sword arm. You would reply with, The knight (if you don't want him to lose his arm, or you can just let it happen its up to you) sees you raise your weapon high above your head and goes to block with his shield, your mighty swing smashes into the shield but carries its momentum into his shoulder causing a grievous wound, but his arm is still attached.