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General Tabletop Discussion
*Dungeons & Dragons
Are players always entitled to see their own rolls?
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<blockquote data-quote="iserith" data-source="post: 6731019" data-attributes="member: 97077"><p>I don't have time to review every illusion spell to see what the specific rules are, but in general, physical interaction reveals illusions for what they are. That is an example of outright success without an ability check - try to touch it, shoot an arrow through it, toss a rock at it, and you'll know what's up, no roll. The smart play when suspecting an illusion is to do this because it removes the chance for uncertainty. After all, why risk a roll if you can just succeed?</p><p></p><p>In cases where a character isn't physically interacting with them, uncertainty is generally resolved with Intelligence (Investigation) and I handle this the same way I resolve uncertain attempts to discern truthfulness via Wisdom (Insight) - success on the check means the illusion is revealed for what it is and a failed check means the character fails to discern whether it's an illusion or not. Reason(s) for suspicion and courses of action to investigate must be clearly offered by the player, just as with trying to discern truthfulness, or else the character has no chance of success. (You can't just say, for example, "I attempt to disbelieve." That's insufficient.) A failed check might also be a good opportunity for "progress combined with a setback," e.g. the character discerns the illusory wall but not before the tentacle monster behind it grapples the PC.</p><p></p><p></p><p></p><p>Sometimes, when using "progress combined with a setback" to narrate the result of the adventurer's action. Generally, a failed check means "you're not able to discern the NPC's truthfulness based on observations of body language and mannerisms." Then it's up to the player to decide based whatever evidence he or she does have to believe the NPC or not.</p><p></p><p></p><p></p><p>In my game, a player must clearly articulate a goal and approach to discerning truthfulness and part of that approach must include why the character is suspicious of the NPC. At that point, I can decide whether the character outright succeeds or fails or the outcome is uncertain (and thus an ability check is required).</p><p></p><p></p><p></p><p>Nah, I like shady NPCs.</p><p></p><p></p><p></p><p>I agree with all of that for the most part.</p></blockquote><p></p>
[QUOTE="iserith, post: 6731019, member: 97077"] I don't have time to review every illusion spell to see what the specific rules are, but in general, physical interaction reveals illusions for what they are. That is an example of outright success without an ability check - try to touch it, shoot an arrow through it, toss a rock at it, and you'll know what's up, no roll. The smart play when suspecting an illusion is to do this because it removes the chance for uncertainty. After all, why risk a roll if you can just succeed? In cases where a character isn't physically interacting with them, uncertainty is generally resolved with Intelligence (Investigation) and I handle this the same way I resolve uncertain attempts to discern truthfulness via Wisdom (Insight) - success on the check means the illusion is revealed for what it is and a failed check means the character fails to discern whether it's an illusion or not. Reason(s) for suspicion and courses of action to investigate must be clearly offered by the player, just as with trying to discern truthfulness, or else the character has no chance of success. (You can't just say, for example, "I attempt to disbelieve." That's insufficient.) A failed check might also be a good opportunity for "progress combined with a setback," e.g. the character discerns the illusory wall but not before the tentacle monster behind it grapples the PC. Sometimes, when using "progress combined with a setback" to narrate the result of the adventurer's action. Generally, a failed check means "you're not able to discern the NPC's truthfulness based on observations of body language and mannerisms." Then it's up to the player to decide based whatever evidence he or she does have to believe the NPC or not. In my game, a player must clearly articulate a goal and approach to discerning truthfulness and part of that approach must include why the character is suspicious of the NPC. At that point, I can decide whether the character outright succeeds or fails or the outcome is uncertain (and thus an ability check is required). Nah, I like shady NPCs. I agree with all of that for the most part. [/QUOTE]
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Are players always entitled to see their own rolls?
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