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New System for Making "Secret" Rolls
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<blockquote data-quote="billking" data-source="post: 97225" data-attributes="member: 2101"><p>I have found that, in real life, people OFTEN have mistaken ideas of how well they perform mentally. Simply put, stupid or unwise people think of themselves as at least decently intelligent and wise.</p><p>As such, this house rule applies much better to mental activities: generally those skills with Int, Wis, or Cha as the key ability. Of course, I'd imagine that a very intelligent person would know when they have something wrong more often than your average half-orc, and that a rogue well-trained in listening would have a better idea if a sound was truly heard. All this means that your system doesn't actually factor in the character's ability in the inverting, it just happens randomly, which is not the case in real life.</p><p></p><p>A better system is simply to roll for the character whenever a mental skill roll is particularly difficult (i.e. the player would need a 15 or higher to succeed). If your roll for the player fails by 10 or more, play some trick on the player, such as not having him roll at all or having him make a roll that simply doesn't count. That should be sufficient.</p></blockquote><p></p>
[QUOTE="billking, post: 97225, member: 2101"] I have found that, in real life, people OFTEN have mistaken ideas of how well they perform mentally. Simply put, stupid or unwise people think of themselves as at least decently intelligent and wise. As such, this house rule applies much better to mental activities: generally those skills with Int, Wis, or Cha as the key ability. Of course, I'd imagine that a very intelligent person would know when they have something wrong more often than your average half-orc, and that a rogue well-trained in listening would have a better idea if a sound was truly heard. All this means that your system doesn't actually factor in the character's ability in the inverting, it just happens randomly, which is not the case in real life. A better system is simply to roll for the character whenever a mental skill roll is particularly difficult (i.e. the player would need a 15 or higher to succeed). If your roll for the player fails by 10 or more, play some trick on the player, such as not having him roll at all or having him make a roll that simply doesn't count. That should be sufficient. [/QUOTE]
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