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Should players be aware of their own high and low rolls?
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<blockquote data-quote="iserith" data-source="post: 8829922" data-attributes="member: 97077"><p>Neither. There can't even be a DC or a roll because there's no uncertainty as to the outcome since whatever the player says is how the character reacts. No uncertainty, no ability check for the NPC in the first place. The DM describes the NPC's attempt to be intimidating and the player describes their response, whatever they like. Perhaps they have a flaw that says, "I turn tail and run when things look bad," and they opt to run away. Or a personality trait that says "I blow up at the slight insult" in which case they give the NPC a bit of intimidation back. Either of those could be worth Inspiration.</p><p></p><p>And anyway, in the example, Han's the one attempting to determine truthfulness through observation, the outcome of which the example's DM determined was uncertain with a meaningful consequence for failure, hence the roll (with the DC set by the NPC's Charisma (Deception) check result). Han failed it, so he was not able to make any determination and is left to decide what to do in the face of not knowing for sure. The player might decide Han believes the voice, perhaps drawing on a flaw of "I'm convinced that no one could ever fool me the way I fool others." Or instead draw on a different flaw that says "I am suspicious of strangers and expect the worst of them..." and have Chewie guard the door just to be safe. Those might even earn Inspiration.</p><p></p><p></p><p>So, good or no good?</p></blockquote><p></p>
[QUOTE="iserith, post: 8829922, member: 97077"] Neither. There can't even be a DC or a roll because there's no uncertainty as to the outcome since whatever the player says is how the character reacts. No uncertainty, no ability check for the NPC in the first place. The DM describes the NPC's attempt to be intimidating and the player describes their response, whatever they like. Perhaps they have a flaw that says, "I turn tail and run when things look bad," and they opt to run away. Or a personality trait that says "I blow up at the slight insult" in which case they give the NPC a bit of intimidation back. Either of those could be worth Inspiration. And anyway, in the example, Han's the one attempting to determine truthfulness through observation, the outcome of which the example's DM determined was uncertain with a meaningful consequence for failure, hence the roll (with the DC set by the NPC's Charisma (Deception) check result). Han failed it, so he was not able to make any determination and is left to decide what to do in the face of not knowing for sure. The player might decide Han believes the voice, perhaps drawing on a flaw of "I'm convinced that no one could ever fool me the way I fool others." Or instead draw on a different flaw that says "I am suspicious of strangers and expect the worst of them..." and have Chewie guard the door just to be safe. Those might even earn Inspiration. So, good or no good? [/QUOTE]
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Should players be aware of their own high and low rolls?
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