Missywelden said:
A couple of the people I DM for of the 4 are fairly new and tend to Meta-Game, but in ways that are not Meta-Gaming. It is sort of hard to explain but I can handle it, so that really isn't why I need help. I need help figuring out which skills I should roll for the PCs, so they don't "know the DM rolled something, so let's be suspicious of everything now". I know that I should roll Bluff (I do ahead of time before the game starts ^^). I would like suggestions of other things to roll for ahead of time too (I haven't DMed long enough to have figured it out myself, but this Campaign is really going well and I want it to be better and better each time we play).
Appraise - Secret
Bluff – It would be best if players did not see the the die result on non combat uses since an NPC might play along anyways.
Decipher Script – Secret, bad things may happen.
Diplomacy – It would be best if players did not see the the die result on non combat uses since an NPC might play along anyways.
Disable Device – Secret only if the effects cannot be immediately verified
Disguise – Secret.
Forgery - Not even rolled until it is opposed
Gather Information - It would be best if players did not see the the die result
Hide - Not even rolled until it is opposed
Intimidate – It would be best if players did not see the the die result on non combat uses since an NPC might play along anyways.
Knowledge – The die roll should be secret. .
Listen - secret if the one moving silently was not about to engage in combat
Move Silently Not even rolled until it is opposed
Search – Secret
Sense Motive – Secret
Sleight Of Hand – It would be best if players did not see the the die result since an NPC might play along anyways.
Spot - secret if the hider was not about to engage in combat
Survival -Secret in regards to getting lost.
Use Rope Not even rolled until it is opposed, secret for placing a grappling hook.