Lanefan
Victoria Rules
Secret DC and secret roll - in other words, player says she's trying something (check the door for traps), then the DM rolls some dice and narrates success, failure, or something in between...any one of which might be put in more or less vague terms. "You check it and are sure there's nothing there" is a lot different than "You check it and you think there's nothing there, but can't be sure".If you mean using a secret DC, the issue I have with that is that the player has only the strength of his roll, not the difficulty of the challenge, on which to base his estimate of his probability of success. So, for example, on a low roll the player will probably guess he has failed, but what if the trap was an easy one and he has in fact succeeded? That's a false negative, which is something I'd like to see, but not I think in a good way; narratively I think it takes something away from the game.
Main reason for doing it this way is to hide the difference between complete failure to find an existing trap and complete success in finding out there's no trap there at all, as in the character's eyes the end result is exactly the same - she finds nothing but has no way of knowing if there's really nothing there or if she simply missed it. Which means the run of play thenceforth should also be the same, which it probably would not be if the player knew she had rolled a '2' on her find-traps instead of a '19'.
Which is just how it should be: the character (usually) doesn't know the difficulty of what she's up against until she tries to deal with it. If it's something she can look at ahead of time e.g. how hard will it be to climb this wall then sure, she can get an idea of what she's facing. But most of the time she'll have no way of knowing in advance how tough it'll be to disarm a trap or find a secret door (if there's any there to find at all), and nor should she.Perhaps the DM could create some categories ("easy", "extremely hard", etc.) to share with the player, but at that point we've both added a new element to the roll and kept something secret, which I'm claiming are the two requirements to making this work.
Alternatively we could use the opposed roll. As long as it's kept secret then the player will doubt his chances of success. Again, though, he's not going to know what his chances were in the first place; all he has to go on is his own roll, with no knowledge of what he was facing.
Same with social interactions - sure, the guard may have just broken out in a sweat; which could mean he's lying...or that the slow-acting poison in his lunch is taking hold (most of the other guards look a bit uncomfortable too, if anyone bothers to look)...or just that he really needs to pee.
A perfect end result, I'd say.Gardens & Goblins said:My players know they can trust me to try my best to engage, engineer and support a fair, fun game.
But they rarely, if ever, trust any NPC, door or innocent wildlife I introduce - at least at first. Because they're players and this is D&D

Lan-"the trick is to ask oneself 'what would the character see?' and go from there"-efan