lord_bosco
Mongoose
One philosophical issue I wrestle with as a GM are die rolls for tasks where the player characters would not necessarily know if they failed. The classic example is perception checks. When players know that they've failed a perception check, it gives away too much information -- they now know that there is some important detail that they missed. The usual solution is for the GM to roll such checks in secret and only reveal as much info to the players as he thinks appropriate. This can even give the GM an appropriate opportunity to feed the players misinformation. The problem is I don't like taking die rolls out of the hands of the players. I try to compensate by making sure there are plenty of die rolls that the players do get to throw themselves.