Thanks for all the narrative flourishes for where i simply put "narrative narrative" and thanks for the final answer... 100%
Those weren’t “narrative flourishes,” they were essential components to evaluating the action and resolving its outcome. Without a description of exactly
how the character is “searching for secret doors,” the only answer I can give is, “not enough information,” so I filled in the missing information with a couple of examples to try and give you a more satisfying answer. I think there is a fundamental disconnect in the way you and I approach the game if you can substitute specific details about the character’s approach and what they learn from it with “narrative, narrative”. For my DMing style, narrative is as important to the core resolution mechanic as the results of dice rolls, if not more so.
See you describe a perfect scene and actually you did not answer the question to the player at all - you provided a different answer - yes they succeeded at doing the physical actions and they saw stuff... but now its up to them to decide if they think that means there are any secret doors or not.
Huh?
You answered what his confidence in his test result was, not anything at all with how confident his character is that make means anything about a secret door.
Right? those are two different things.
You get that right?
It would seem the CHARACTER has no clue whether or not there is a secret door, but is pretty sure there are no seams but hey whether or not those two have anything to do with each other is "mysteryland" and GMs property.
Almost like the character exists in an internally consistent world and have to interact with it as such. Imagine that.
Do you also do that in combat? They say they swing their axe blah blah and you describe whether or not they succeded and they are then left to themselves to determine if they actually hit or scored "damage" or "wore down the enemy"?
No, because that action has an uncertain outcome and therefore must be resolved with dice. For the action you described, the goal is “I want to kill the orc,” and the approach is “by swinging my axe at him.” This approach has a reasonable chance of achieving the desired outcome (you could hit him in the face and kill him) a reasonable chance of failing to achieve the desired outcome (you could miss or fail to land a hit with enough impact to kill), and consequences for failure (the orc is still alive and probably none too happy about your axe having been swung at him). So, I rely on the standard means of resolving this uncertain outcome, which in 5th edition means an attack roll to see if the attack hits and a damage roll to see if it does enough damage to kill. Whether or not you succeeded in achieving your goal, and how well you did should be plainly obvious, so there’s no reason to conceal the results of the dice rolls. And in fact, I would be hard pressed to come up with a situation where the outcome was uncertain and the results wouldn’t be obvious enough for it to be appropriate for the players to see the roll results.
Are the NPCs also left in the dark as to whether or not the seam-knife-mortar trick is reliable or not?
You mean as to whether the lack of seam in the mortar indicates the lack of a secret door? Yes. What they know is that no seam can be found. They must form their own conclusions based on that information.
Of course, lets point to an actual facet of old style constructions... practically speaking... many if not most if not all of them are drafty and many if not most tho not all are with cracking mortar here and there which is why "found no drafts" and "no seams" not so likely to produce quite so absolute a result.
Ok, but this is a world made by me, a person who is invested in the players’ enjoyment. I don’t really care what’s historically accurate, I care what gives the players the opportunity to interact in meaningful ways with the world I’ve created, which means giving them the appropriate cues to form meaningful conclusions and make meaningful decisions. If there
is a secret door, I’m going to give them
some kind of information to tip them off about it, even if it’s not true to how they “realistically” would have been constructed or whatever. Heck, if there’s a secret door, I’m going to frame the scene in a way that tips the players off that there’s something to be found here before anyone even starts looking.
leaving the PLAYER to determine the test to be done AND interpret the test results after the GM delivers the info and having the ability-proficiency only cover "did you run the test right" is a very, to me, minimal empowerment of the value of the ability and the skill.
So, how would you deal with a player who responds "so, i myself don't know squat about masonry and secret door construction but my character is supposed to be good at this stuff by the background we agreed on and stats we agreed on so... so... so, what does this mean to my character?"
Unless the PLAYER is a mason or someone familiar with secret door construction in real life, how do they know what the odds that "lack of a seam showing with a knife edge" and derive that to reach a conclusion?
[/quote]
“I’m no expert of masonry either, we’re just playing make-believe here. Try something and if there’s something to be found I’ll do my best to make sure you have enough information to draw your own conclusions. Worst comes to worst, if you’re not sure how to interpret the information available to you, I’ll give you a likely interpretation with a successful Intelligence Investigation check.” That is, by the way, why I run the Perception/Investigation split the way I do. Passive Perception will let you notice there’s something to be found (as you walk into the room, you feel an odd draft.) Active Perception will let you find hidden sensory information you might have missed with the passive check (It seems to be coming from a spot on the wall where the natural stone appears slightly recessed.) Investigation to interpret that information. (The draft is most likely coming from a seam in a hidden door.”