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General Tabletop Discussion
*Dungeons & Dragons
A Way for Players to Roll Hidden Checks
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<blockquote data-quote="Li Shenron" data-source="post: 9832958" data-attributes="member: 1465"><p>Well, if they are <em>suspicious </em>after a roll, it means the mystery is achieved!</p><p></p><p>And if they're overconfident on a high result, that's ok (the character knows they did their best ever) but only until when the DC was even higher and they are in for a nice surprise!</p><p></p><p>Just don't tell them the DC.</p><p></p><p></p><p>I don't usually give false information on failure, but rather no information. This is at least the case when information is "one piece". One option here to give them a single plain wrong answer could be to decide in advance a middle-range "death number" which, if it happens to be the natural dice roll, results in a lie.</p><p></p><p>For example, you could decide that the "natural 13" is the death number. Rolls below DC give no information, rolls above DC gives correct information, but neither apply on a natural 13 which instead give false information. Change the death number each time, but keep it fairly in the 10-15 range.</p><p></p><p>When information is complex, I may use "degrees of success" on a check so that I give them partial information depending on the result. In this case it is also easy to swap one or more of the "information pieces" into a lie, so that the results are mixed.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 9832958, member: 1465"] Well, if they are [I]suspicious [/I]after a roll, it means the mystery is achieved! And if they're overconfident on a high result, that's ok (the character knows they did their best ever) but only until when the DC was even higher and they are in for a nice surprise! Just don't tell them the DC. I don't usually give false information on failure, but rather no information. This is at least the case when information is "one piece". One option here to give them a single plain wrong answer could be to decide in advance a middle-range "death number" which, if it happens to be the natural dice roll, results in a lie. For example, you could decide that the "natural 13" is the death number. Rolls below DC give no information, rolls above DC gives correct information, but neither apply on a natural 13 which instead give false information. Change the death number each time, but keep it fairly in the 10-15 range. When information is complex, I may use "degrees of success" on a check so that I give them partial information depending on the result. In this case it is also easy to swap one or more of the "information pieces" into a lie, so that the results are mixed. [/QUOTE]
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A Way for Players to Roll Hidden Checks
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