Should I stop the Metagaming? How?


Advice

1 to 50 of 168 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Here's an example that's been coming up a lot in my games.

Rogue: I listen at the door.
GM: Make a Perception check.
Rogue: 24.
GM: You hear nothing on the other side.

Everything is fine. Players open the door. But...

Rogue: I listen at the door.
GM: Make a Perception check.
Rogue: Uh-oh... 7.
GM: You hear nothing on the other side.
Monk: Watch out. I listen at the door.

So, the monk listens at the door only when the rogue rolls badly. And if the Monk rolls badly, then the next character steps up and makes a roll. Repeat, until someone gets a good roll or we run out of PCs.

I try to hint at it.

GM: Rogue, you just listened at the door and heard nothing. The Monk doesn't trust you and you are a little bit insulted.
Rogue: Whatever, he's helping me.
GM: He didn't help you before...

This is just one of the many things that happens. A player flubs a roll and another player runs up to try and get a better roll.

I don't know. Maybe this is a minor issue that annoys me a bit and I should just let it go and expect everyone to make a Perception check at every door, every time.


2 people marked this as a favorite.

Make a perception check for whatever is behind the door to hear the PCs all wasting time and arguing about how many people are listening at the dang door as they do their silly perception conga line thing.

If the thing(s) behind the door can hear/detect the PCs during their shennanigans, then they do something suitably sneaky in return like line up on each side of the door, or hang from the ceiling, or move into the next room, etc


13 people marked this as a favorite.

I think all opposed checks should be rolled secretly by the GM (Perception v. Stealth, Sense Motive v. Bluff, Disguise v. Perception, Linguistics v. Linguistics for forgeries.)

The exception might be Sleight of Hand v. Perception, because the character immediately realizes whether the mark noticed, typically.


1) I do many perception rolls myself, behind the screen. It's not the kind of roll a player should always know the exact result of. You might try that method.

2) Presumably when the first character is trying to listen, all of the others are staying intentionally quiet. It would be entirely valid, and much quicker, to simply tell everyone to roll at once.

3) Whoever is on the other side of the door could hear the party approach, and the more time the party spends shuffling around and discussing who's going to listen next, the more likely they are to be detected. I'd start calling for stealth checks.


2 people marked this as a favorite.

One roll is more than enough per door, I can imagine them doing this also when looking for traps/disarming traps etc....

Take the onus on yourself as DM:

The person who is first in line makes a check
the person second in line can add +2 via aid another action...

Good outcome a 24 bump that to the 26 and thank the monk for his help!

Rogue rolls a 7
monk wants to "help" bump the result to a 9. Then move on with the game!


I actually don't see a big problem with what's going on -- when he rolls a 7, the rogue obviously has an earache or congestion from a cold or something (or his ears are still ringing from that last fireball he avoided using evasion). So he gives it a try, realizes he's not on his game for whatever reason, and asks the monk what he thinks.

In other words: I don't really consider it "metagaming" if there's a perfectly justifiable in-game explanation.

RPG Superstar Season 9 Top 16

+1 to Rufus, that's how my groups have generally done it.


Shouldn't the DM always roll ALL perception checks hidden?


Wait

When you guys talk about the GM making the check do you mean that if one of the PCs asks to listen, the GM rolls a D20 behind the screen and asks the PC for their Perception score, to add to the roll that only the GM can see?


1 person marked this as a favorite.
Lamontius wrote:

Wait

When you guys talk about the GM making the check do you mean that if one of the PCs asks to listen, the GM rolls a D20 behind the screen and asks the PC for their Perception score, to add to the roll that only the GM can see?

In principle, yes, although a GM who does it this way will write down before the game starts each character's modifier for Perception, Sense Motive, Bluff, Stealth, and Disguise.

Some GMs like to write down Knowledge scores also (although typically these are still rolled by the players,) so they don't have to say "roll Knowledge religion" and give away that the thing is undead.


Lamontius wrote:


Wait

When you guys talk about the GM making the check do you mean that if one of the PCs asks to listen, the GM rolls a D20 behind the screen and asks the PC for their Perception score, to add to the roll that only the GM can see?

Yeah, that or some variant on it are pretty common.

If you want even less metagaming, you can ask the players for a number of d20 rolls up front and use them for reactive checks during the game. Then they don't even know they just rolled to see if they heard the monster sneaking up...


I tend to make it to where I have a list of their Skills that way I know what they can handle and can't handle.


3 people marked this as a favorite.

First, keep in mind that you may be dealing with the good kind of meta-gaming: the party assumes that they are being super-paranoid at all doors, but when they know out of character that the coast is clear they stop wasting everyone's time with the whole routine.

As to actual solutions, a technique I've been trying recently for checks that I don't want to give second chances at is that a failed check doesn't just mean you don't succeed, it means there's a reason you don't succeed. Some examples:

Rogue: "I listen at the door"
GM: "A few termites have gotten into the door, and their chewing obscures whatever faint sounds you might otherwise be able to see."

Barbarian: "I lift the gate open"
GM: "It starts to budge, but the loose gravel under your feet shifts and you are unable to find enough traction."

This also has the beneficial side effect of not periodically making all characters look like incompetent fools due to a string of bad dice.


Being that they are adventurers and are fully aware that something could be behind that door that could kill them I don't see any issue with the characters trying a couple times to listen at the door. If the first person doesn't hear anything it makes complete sense that someone else might try. It certainly is paranoid, but as adventurers who want to survive they have good justification for being so.


... :O

I love you guys because just when I start to get jaded I learn something new


Ooga wrote:
Shouldn't the DM always roll ALL perception checks hidden?

That goes against my personal philosophy as a DM. I expect my players to roleplay what's going on of course, but it's their characters and their rolls to make.

NOW, sometimes I'm guilty of calling for a 'd20' roll and adding the characters relevant modifiers myself to keep the suspense up, but when they're deliberately attempting something it's pretty obvious and I'd just call it a perception check.

As for this... I agree with one of the above posters in that you should also have whatever may be on the other side of the door react appropriately. Use this to teach the PC's that they'd probably be best off only having people attempt the check at one time (probably pick the best two perception characters to listen at the door at the same time, each gets their own check, then they move on.)


Just to be clear, though, not all groups are big into the whole "hidden dice" thing, especially for checks like Perception that can end up being life-or-death.

In my home game, ALL rolls are made in the open, including mine (as referee). If someone rolls low and wants to act on the knowledge that they rolled low, an in-game explanation for how the character knows he's not performing well (like the examples above) suffices. Of course, I generally have fairly experienced players who are OK with that kind of setup.


1 person marked this as a favorite.
BiggDawg wrote:
Being that they are adventurers and are fully aware that something could be behind that door that could kill them I don't see any issue with the characters trying a couple times to listen at the door. If the first person doesn't hear anything it makes complete sense that someone else might try. It certainly is paranoid, but as adventurers who want to survive they have good justification for being so.

The problem isn't with characters trying a couple of times if they don't hear anything. The problem is with players knowing the reason they didn't hear anything was a bad roll and having someone else try based on that.

One could argue that the character knows he didn't do a good job (maybe someone else made noise or something) and thus has reason to let someone else try.

I've always assumed that characters didn't know how well they did, only what the results were. I'd have to think about the ramifications of the other approach.


kyrt-ryder wrote:
Ooga wrote:
Shouldn't the DM always roll ALL perception checks hidden?

That goes against my personal philosophy as a DM. I expect my players to roleplay what's going on of course, but it's their characters and their rolls to make.

NOW, sometimes I'm guilty of calling for a 'd20' roll and adding the characters relevant modifiers myself to keep the suspense up, but when they're deliberately attempting something it's pretty obvious and I'd just call it a perception check.

As far as possible, I'd rather not know things my character doesn't know. If I don't hear anything on a hidden check, I can decide, without fear of metagaming, whether I want to try again, have someone else check or actually just barge in. If I know it was a bad roll, I can metagame and decide to have someone else check or I can meta-metagame to avoid using the knowledge and barge straight in. I can't ignore the metagame and decide as if I didn't know. I do know.


I just tell them to Roll a d20 when I need them to roll stealth (if they are sneaking around) or to roll Perception.

That is another reason I have a Skill Reference table handy.


I use a system for some checks and rolls where I simply tell the player the same thing if they succeed or fail by just a little. If they fail by a lot, I usually tell them that they failed in such a way that they were aware of their failure, and on a natural one the result is either physically harmful or grossly misleading.

I don't use this for every check, mind you, but a good instance would be trap disarmament. If he rolls less than ten I'll tell him, "you felt the mechanism budge a little, but you couldn't quite fidget it correctly." If he rolls a one, he sets off the trap. If he rolls higher than ten (regardless of whether he succeeds or not) I'll tell him, "in your expert opinion, the trap is disarmed."

Applying this schema to a door listening into an empty room would work thusly: Roll above ten, "You listen very carefully, but hear only a faintly whistling breeze passing under the door." Roll below ten, "You focus intently but the breeze passing under the door muddles any sound that could originate within." Roll a one, "You hear a sound like someone whistling coming from inside the room."

In any case the under ten roll is the only one the characters themselves would doubt. The natural one roll and all rolls above ten are treated as an expert opinion. The players are made aware of this rule and acting otherwise is potentially subject to cause them problems later at my discretion.


I see this type of "metagaming" as primarily trying to move the game forward. You could have multiple people listen at the door, every time, and that would make sense in character but I think most people feel like it would be a waste of time to roll for something when the outcome (OOC) is already known.


1 person marked this as a favorite.

Here's how I see it:

1) Do you want to play a mechanic style game where the person who knows the rules the best can usually get out ahead? This is what modern day sports games are like - those who know obscure rules can use them to their benefit, even if they're the losing team (like what happened at the superbowl this year). In this case it's perfectly ok to break role in order to roll a new perception check with a different character. This would also be the game where you use knowledge of the game mechanics to help your character out in-game.

2) Do you want to play a theatrical style game where you are acting out the role of your characters and trying your best to perform actions as they would see it? This is like being in theater. This is where you have your character perform actions that are bad for him/her simply because that's what they would do in that situation - even though you know that because of the mechanics of the game it'll harm your character.

3) Or do you want something in-between those two extremes? If that's the case, decided where you'd like to break the role and where you wouldn't. Basically, you have to figure out where you draw the line between what you're comfortable with and what you are not.

Once you know that for yourself you can ask the other members of your gaming group the same question and allow them to think on it a bit (give them a week - or however long you have between gaming sessions). Once everyone has had enough time to think about it, discuss as a group how you all want the game to be played and what is enjoyable for everyone there.

For your scenarios, at my table we decided that whenever we have multiple people making the same check, we have all involved roll. Those who get a 10 or better aid (add a +2) to whoever rolled the highest. This is using the game mechanics rather than a theatrical style, but we're all ok with it. We actually started doing this for knowledge checks, because in Pathfinder APs there are lots of background information that is hidden behind knowledge checks, and we were tired of not getting the cool storyline. This progressed to other skills over time, such as perception.

Despite all that, one of my favorite movie scenes is in Pitch Black when Riddick failed a perception check.

Quote:

Riddick: Looks clear.

[A creature lunges out and almost decapitates Johns before taking flight into the dark]
Johns (Panting): I thought you said it was CLEAR!
Riddick: I said it looks clear!
Johns: Well what does it look like now?
Riddick: … Looks clear.

Silver Crusade

2 people marked this as a favorite.

What I do: Write down everyone's.perception and sense motive bonuses, add 10, and use that, regardless of what the PCs roll.

I still get the players to roll, but I use the meta gaming against them. The number on the die just becomes how well they THINK they did.


Why do you want them to spend more table time rolling perception checks? I mean if you tell the Monk he can’t roll if the Rogue rolls poorly, then he’ll just always roll. And isn’t he always listening anyway?

Why not do as follows;

“I will assume you both make a perception check at the door, I’ll let you know if you hear anything”.


@uriel -- Do your players know that's what's going on? And they agreed to it? Because otherwise -- if you're intentionally making them believe that something hinges on a throw of the dice, but in fact it doesn't matter what they roll and their fate is always pre-determined -- that's not good for building trust in the group. Someone is likely to ask why you don't just save them a lot of time and effort, and just tell everyone what's going to happen at the end of the campaign.


1 person marked this as a favorite.

In this specific case, I'd adopt a policy of rolling everyone's per rolls for them in secret. It's the only way you can really get around players who can't keep OOC and IC knowledge separate.

Similarly, if you have players who love memorizing monster stat blocks and acting on it, the only real way around it is to give vague descriptions of what they're fighting. i.e. "It's a big nasty dude with green skin." Could be an orc, could be a troll, could be one of several other things. If someone wants to make a knowledge local check, THEN you can get more specific.


1 person marked this as a favorite.

Kirth has a point there. When the dicerolls are taken out of the equation, the DM gets a LOT more power.

In this particular instance, it means the DM knows in advance what 'reasonable' DC to set so nobody in the party will hear what's on the other side of the door. On the other side of the equation, if he wants them to know, they will know, luck and chance be damned.


Googleshng wrote:

In this specific case, I'd adopt a policy of rolling everyone's per rolls for them in secret. It's the only way you can really get around players who can't keep OOC and IC knowledge separate.

Similarly, if you have players who love memorizing monster stat blocks and acting on it, the only real way around it is to give vague descriptions of what they're fighting. i.e. "It's a big nasty dude with green skin." Could be an orc, could be a troll, could be one of several other things. If someone wants to make a knowledge local check, THEN you can get more specific.

Ok, I'd probably just get right up and walk out of the game at that point. These characters LIVE in this world, they're going to know what things are unless it's something a lot more obscure than an orc, and these characters are right there looking at the thing, so 'big nasty dude' doesn't cut it. The character can guess it's height, see it's physique and features, etc etc etc.

Now, if you as the DM want to mix things up and restat creatures to keep your players guessing, that's totally cool. But please, we're here to roleplay in your world and share a story together. Don't try to use vagueness just because somebody at the table memorizes monster stats.


One thing that I do, say for looking for traps, is after the roll has been made, I will say, You dont think that there are any traps.


1 person marked this as a favorite.

Always check for traps

Shadow Lodge

This is a lot of work for the GM to be making secret rolls - something I keep restricted to Sense Motive only.

With your listening to the door thing, if that kind of thing becomes a problem, I'd ask if anyone else is going to be listening to the door, and have them make the roll before the result is revealed.

Then the result is what the best listener in the party hears, without the metagaming. It also means they should become more aware of how much time they are spending listening to every single door they want to do that on, if that's a factor.

Liberty's Edge

1 person marked this as a favorite.

Have the players fill out note cards with perception, sense motive, etc and give them to you. Use a GM screen.

For fun, sometimes roll randomly for no reason.

The Exchange

1 person marked this as a favorite.

Take 20

6 seconds isn't rely trying is it.


GM Jeff wrote:

Here's an example that's been coming up a lot in my games.

Rogue: I listen at the door.
GM: Make a Perception check.
Rogue: 24.
GM: You hear nothing on the other side.

Everything is fine. Players open the door. But...

Rogue: I listen at the door.
GM: Make a Perception check.
Rogue: Uh-oh... 7.
GM: You hear nothing on the other side.
Monk: Watch out. I listen at the door.

So, the monk listens at the door only when the rogue rolls badly. And if the Monk rolls badly, then the next character steps up and makes a roll. Repeat, until someone gets a good roll or we run out of PCs.

I try to hint at it.

GM: Rogue, you just listened at the door and heard nothing. The Monk doesn't trust you and you are a little bit insulted.
Rogue: Whatever, he's helping me.
GM: He didn't help you before...

This is just one of the many things that happens. A player flubs a roll and another player runs up to try and get a better roll.

I don't know. Maybe this is a minor issue that annoys me a bit and I should just let it go and expect everyone to make a Perception check at every door, every time.

You aren't wrong. If they're doing this repeatedly they're being poor roleplayers and metagaming which you have the right to enforce. If I fail a perception roll I still do what my player would have done and hope someone else saw/heard it because that's just good form. If they want to check every single door and take 10 have them hear nothing and still get ambushed because the person was waiting for them. Or even better have them with their ears on the door as someone spartan kicks the door and smashes all of them for damage and surprise.

You could always do secret per. rolls as well and do fake rolls for stuff...your situation seems like its going to lead quickly into a Gazeebo +20 if that continues.

Liberty's Edge

I've done the secret roll for opposed checks thing, and the only player who complained was the one I often caught lying about his rolls.

A couple times, just for fun, I got copies of the character sheets and made a list of checks I knew the party was going to have to make during a session. Just before the session, I had the players all roll a bunch of d20s but I didn't tell them why. As they reported the rolls, I wrote them down next to each check and, as the game progressed, I used the results without the players ever knowing. Most of the checks were passive skills like Perception, but a few were social and, I think, there was at least one Will save.

The first time I did that, I didn't tell the players until after the session. The second time, I told them we were going to do it again. I just didn't tell them which checks the specific rolls represented. Of course, the cheater's rolls seemed much better the second time.

Shadow Lodge

1 person marked this as a favorite.

Actually, here's an idea - if they roll low, tell them they hear someone on the other side of the door.

Then they have no reason to listen again! Roll for initiative!


1 person marked this as a favorite.
kmal2t wrote:

You aren't wrong. If they're doing this repeatedly they're being poor roleplayers and metagaming which you have the right to enforce. If I fail a perception roll I still do what my player would have done and hope someone else saw/heard it because that's just good form. If they want to check every single door and take 10 have them hear nothing and still get ambushed because the person was waiting for them. Or even better have them with their ears on the door as someone spartan kicks the door and smashes all of them for damage and surprise.

You could always do secret per. rolls as well and do fake rolls for stuff...your situation seems like its going to lead quickly into a Gazeebo +20 if that continues.

Sure, or they are just trying to speed up the game. The DM could just say "Rocks fall, everyone dies".

It's not really metagaming.

If it annoys the DM he can follow several suggestions made here or just say "Hey, Bob, Dave, that sort of thing kinda annoys me, so can we have less of it? Thanks." You know, that wild and crazy out of left field idea of sitting down and talking about things like adults.


In our group we will sometimes have multiple people make a check -- after the first time they fail badly and it bites the party.

Once we have multiple people making the check we just about always have multiple people make the check as we ridicule the last character that failed us (please note NOT the player).

Dark Archive

2 people marked this as a favorite.

I'd ask before the first dice is rolled who will be listening at the door. If only the rogue says he is, then only the rogue gets to roll, regardless of the outcome.


kmal2t wrote:

You aren't wrong. If they're doing this repeatedly they're being poor roleplayers and metagaming which you have the right to enforce. If I fail a perception roll I still do what my player would have done and hope someone else saw/heard it because that's just good form. If they want to check every single door and take 10 have them hear nothing and still get ambushed because the person was waiting for them. Or even better have them with their ears on the door as someone spartan kicks the door and smashes all of them for damage and surprise.

Are your character peole who belive themselves to be infalible? As someone pointed before aventuring is a dangerous business, people double checking thing before procced is like the expected behavior.

now, the idea of te party being ambushed is good provided the enemy party have a mean to know the party is at the other side of the door. For example, most enemes would have to roll perception themselves to detect the party. That way the event will be justified and not just a DM rage agaisnt the player cause they do not play the only and holy correct way.


TO the OP:

just make everyone make a perception check everytime.


How is it not metagaming? The Player is doing something as his character (that he wouldn't normally do) based on something that happened outside the game world..if I was accurately playing my char I wouldn't know the rogue rolled a 7...I'd only know he heard nothing. he's using OOC game information to affect what his char does...

The best thing to do would be have everyone roll perception with higher DCs than the rogue (since he's at the door). And if the Monk wants to keep doing that have an in-game consequence so he gets the message or just nicely tell him to play his character accurately.


kmal2t wrote:

How is it not metagaming? The Player is doing something as his character (that he wouldn't normally do) based on something that happened outside the game world..if I was accurately playing my char I wouldn't know the rogue rolled a 7...I'd only know he heard nothing. he's using OOC game information to affect what his char does...

The best thing to do would be have everyone roll perception with higher DCs than the rogue (since he's at the door). And if the Monk wants to keep doing that have an in-game consequence so he gets the message or just nicely tell him to play his character accurately.

how is letting other people to give a try something the character would not do?

if the barbarian try to hit and miss then the rogue will never try to hit cause he now the barbarian is better at hitting things?

The DC penalty to other party members is also absurd, the rogue moves and now the monk give it a try. There is no justification to hihger DC, and unless the party is in a hurry that is like the right way to survive in a dungeon.


Here's what you don't do, and that annoys me as a RPer.

"GM: Rogue, you just listened at the door and heard nothing. The Monk doesn't trust you and you are a little bit insulted."

Don't tell me what my character intended or what my character feels. I will decide this.

As someone who did text/paragraph RPs for years, nothing pissed me off more than the person I was RPing with writing that my character smiled or laughed or reacted in some way when I did not write it nor intended it to happen.

As I value RP over everything else when playing tabletop games(Followed by combat. Mmmn I love me some good combat), I would look at either of my two GMs if they said that and give them the f**%ing death glare.

Ask for a reason. If the rogue presses his ear to the door to check and fails and another player then proceeds to do it, stop them before they roll and ask: "Why". Get a motive. If it's not good, tell them no or hell go ahead and make them RP it out with the other person and then see if your whole not trusting/insulting thing works out through RP by THEM. If the motive is good... well. Same thing.

Really that simple.


It could just as well be a attempt to speed up the game. In his mind, they are both listening at every door, but why bother to slow the game down and make that second roll if the first is good?


Put an ear seeker or two in random doors. That will keep them from listening at doors all the time!


@bookrat: Gotta love the failed checks.

1 to 50 of 168 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Should I stop the Metagaming? How? All Messageboards

Want to post a reply? Sign in.