hawkeyefan
Legend
No, he believes he fails because of the action the guard take next, and chooses to act on that belief. He could have waited to see what the guard did before prompting the wizard to cast charm person, and if he had waited, he would have learned he did succeed.
Allowing the 3 of the die roll to indicate he failed creates the metagaming the OP describes. This removes that. It makes it so middle-ground rolls with good bonuses leads to the PC learning the most regardless of my roll.
Do you think a roll of a 3 that fails is any different than a roll of 12 that fails? Do you think one is not even close, and the other is almost but not quite a success?
That’s how I’d treat it. People generally have an idea if they’ve botched something or if they almost pulled it off and so on.
That's just it, though: secret "gotchas" should always be a fear, even if they end up being rare in practice.
But the GM is always aware of the meta. A “gotcha”, to me, implies not a surprise the characters failed to notice, but rather the GM using the fact that it’s a game to “trap” the players in some way.
Essentially, the GM can always “metagame” challenges and other game elements.
LOL. The players metagaming is my fault. Right.
Who creates the scenario in which they metagame?
Well, no, the point of a trap is to protect something, usually something valuable. A good trap needs to be identifiable and avoidable by the people who made it, so they can access whatever it’s protecting. This is enough reason to make telegraphs plausible. The positive gameplay outcomes telegraphs lead to are enough reason to use them.
I tend to look at Indiana Jones movies on this. Most of the traps were obviously there, but that didn’t mean the specifics were known or that they were any less dangerous.
Don’t see why that’s not a pretty good yardstick to measure a game against.