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General Tabletop Discussion
*Dungeons & Dragons
Modeling Uncertainty
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<blockquote data-quote="Guest 6801328" data-source="post: 7000715"><p>Once again...I'm suggesting this only be used on a small sub-set of skill tests. Namely, those tests in which players are counting on intuition or interpretation, where they want to know if their character "knows" something, but they really mean "believes" something. See the few examples I put into the OP.</p><p></p><p>So, no it wouldn't be an additional ~20%, it would be some additional percent <em>of a rather small percentage.</em></p><p></p><p></p><p></p><p>Well, yeah. Those who are less likely to trust their judgment at all are also less likely to have bad judgments.</p><p></p><p>Apparently some of the worst judges of lying are cops who think they're really good at it. Go figure.</p><p></p><p></p><p></p><p>Agreed, which is why I designed a system that is purely stochastic, in which fluff is just fluff. It does not depend on the DM's ability to improvise or give convincing evidence or anything (other than keeping a straight face).</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7000715"] Once again...I'm suggesting this only be used on a small sub-set of skill tests. Namely, those tests in which players are counting on intuition or interpretation, where they want to know if their character "knows" something, but they really mean "believes" something. See the few examples I put into the OP. So, no it wouldn't be an additional ~20%, it would be some additional percent [I]of a rather small percentage.[/I] Well, yeah. Those who are less likely to trust their judgment at all are also less likely to have bad judgments. Apparently some of the worst judges of lying are cops who think they're really good at it. Go figure. Agreed, which is why I designed a system that is purely stochastic, in which fluff is just fluff. It does not depend on the DM's ability to improvise or give convincing evidence or anything (other than keeping a straight face). [/QUOTE]
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