Thomas Shey
Legend
But for situations where there are things the characters can’t observe? When characters don’t have complete awareness of all the external factors, so the players don’t act on information their characters couldn’t have.
Reusing my guard example from the initial post, you try to bluff the guard that “you’re just travellers” you roll a 3 on deception, you see you have a 3, but then the guard says with a smile “welcome, come on in, you must be tired after such a long journey on the roads”, doesn’t that make you immediately suspicious knowing you rolled a 3? suspicious in a way you wouldn’t be if you didn’t know the results of your roll, and no matter how much you might try to ignore that information as you describe your actions it’s still going to be there in your mind influencing your thought process whether you want it to or not.
There's a problem here, and its hard to approach because people have different views on it.
What does the die roll represent?
To some people its a representation of just how well the character does in what he's doing; but for some its also a representation of low-end and outside factors that the character really has limited control over. And its not impossible for some of those to be invisible, at least in the moment.
If its just the former than the player should be suspicious of it (after all, he's unlikely to be entirely unclear that his word choice wasn't great and seemed out of the appropriate), but if its partly the latter, it may be conveying things he has no way to know.
For all the fact I'm normally a believer in the player knowing what he rolled--because the character can see how the process played out in realtime--there are some classes of resolution that, barring a very high-order narrative playstyle, should be hidden rolls. I just don't think that applies to most physical or technical (in the sense of things like lockpicking or crafting) rolls, and its debatable with knowledge skills and the equivelent.