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<blockquote data-quote="Charlaquin" data-source="post: 7291720" data-attributes="member: 6779196"><p>This is a slightly different, but related matter, and for me, it comes back to “consequences for failure” being one of the three things an action needs in order to qualify for a roll. If every check has consequences for failure, you’ll know whether you succeeded or failed whether or not you see the result on the dice, because if you failed, you’ll experience the consequences. Now, I do see an argument for making stealth rolls secretly - in that case, the consequences are that whatever you’re trying to hide from notices you, and you might not necessarily know that they notice you. Personally, I model that by allowing the players to see the results of their roll, but not the DC. You know how quietly or loudly you’re moving, but you don’t know how good that orc’s hearing is. Making those rolls behind the DM screen is a valid way to handle it though.</p><p></p><p>As for knowledge skills, I usually handle those as passive checks. I don’t really like “roll to see how much you know about this thing” checks, so I include in my notes if there’s additional information that PCs might or might not know depending on their Intelligence and Skills, give that information a DC, and compare that to the PCs’ passive Intelligence (+relevant skill) scores. If someone in the group meets or exceeds the DC, I include that optional information right in my description, being sure to point out that this is extra information they might have missed if they hadn’t had the relevant skill. For example, “Ragnar, thanks to your knowledge of History, you also know that this place was the sight of the great dwarven massacre of ‘95.” (or whatever).</p><p></p><p>When I will have players actively roll Knowledge checks is when they are analyzing or identifying something. That’s an action, with a goal and an approach.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7291720, member: 6779196"] This is a slightly different, but related matter, and for me, it comes back to “consequences for failure” being one of the three things an action needs in order to qualify for a roll. If every check has consequences for failure, you’ll know whether you succeeded or failed whether or not you see the result on the dice, because if you failed, you’ll experience the consequences. Now, I do see an argument for making stealth rolls secretly - in that case, the consequences are that whatever you’re trying to hide from notices you, and you might not necessarily know that they notice you. Personally, I model that by allowing the players to see the results of their roll, but not the DC. You know how quietly or loudly you’re moving, but you don’t know how good that orc’s hearing is. Making those rolls behind the DM screen is a valid way to handle it though. As for knowledge skills, I usually handle those as passive checks. I don’t really like “roll to see how much you know about this thing” checks, so I include in my notes if there’s additional information that PCs might or might not know depending on their Intelligence and Skills, give that information a DC, and compare that to the PCs’ passive Intelligence (+relevant skill) scores. If someone in the group meets or exceeds the DC, I include that optional information right in my description, being sure to point out that this is extra information they might have missed if they hadn’t had the relevant skill. For example, “Ragnar, thanks to your knowledge of History, you also know that this place was the sight of the great dwarven massacre of ‘95.” (or whatever). When I will have players actively roll Knowledge checks is when they are analyzing or identifying something. That’s an action, with a goal and an approach. [/QUOTE]
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