Meta-Knowledge of dice rolls


Homebrew and House Rules


"I want to search the door for traps. (blank)s rogue only rolled a 2."
How would one go about giving a good in-game reason as to why your character would do something like this?
Something like knowledge checks, stealth, craft, even disable device. It's pretty obvious when someone fails these, so it would make sense that someone else would want to try. But with some of the other skills, mainly perception, it isn't very obvious when someone fails, so why would the character try?


RavenStarver wrote:

"I want to search the door for traps. (blank)s rogue only rolled a 2."

How would one go about giving a good in-game reason as to why your character would do something like this?
Something like knowledge checks, stealth, craft, even disable device. It's pretty obvious when someone fails these, so it would make sense that someone else would want to try. But with some of the other skills, mainly perception, it isn't very obvious when someone fails, so why would the character try?

Perfect example of an instance where the GM should be rolling the dice [edit: behind a screen], just like Perception checks and a handful of other skill uses.


That's why you take 20.


Zhayne wrote:
That's why you take 20.

LOL, right?

I actually remember one guy I used to game with who was really good at not doing Meta. Best example was he rolled a nat 1 looking over a chest for traps, not finding any he whipped the chest open and got a facefull of acid.


RavenStarver wrote:
Zhayne wrote:
That's why you take 20.

LOL, right?

I actually remember one guy I used to game with who was really good at not doing Meta. Best example was he rolled a nat 1 looking over a chest for traps, not finding any he whipped the chest open and got a facefull of acid.

Player: "Does my fighter know anything about trolls?"

DM: "No"

Player: "I charge with my shocking burst axe."

Typically I make people roll for these themselves. Out table is pretty good at enjoying screwing up.

example 1- the door is not trapped.

Player: "I want to roll for traps. I rolled a 3."

GM: "You are sure its not trapped."

example 2- the door is not trapped.

Player: "I rolled a 23."

GM: "You think its not trapped."

example 3- the door is not trapped.

Player: "I rolled a 33."

GM: "You are sure its not trapped."

example 3a: the Door is trapped same roll of 33

GM: You are sure its trapped.

Typically there is some chuckling and people enjoy the explosions as the rogue does the R2D2 electric slide across the room from the shocking trap.


There's a lot of ways to justify it if you role play it right.

Maybe on their perception check they've got something in their eye, or they're talking or otherwise distracted. Maybe they forgot to look somewhere. They didn't even try maybe. All of these things are things a character would notice.

Knowledge check? The character keeps scratching their head, pausing, and saying, "umm".

Whenever someone does something in real life, it's not impossible to tell how well they're doing at it.


IIRC, you can't re-roll knowledge checks.


Zhayne wrote:
IIRC, you can't re-roll knowledge checks.

Right, I remember that rule.

Mostly I mean in having someone else roll a check.


This is why I usually just have everybody present roll at once. They're gonna do it, might as well save time.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Depends on the group.

Some groups I can trust to roll their own dice. The players may groan as they know they failed perception, disable device, knowledge, or whatever check, yet they have their characters continue their plan with the same level of caution or incaution as before.

Some groups I have to make the hidden skill rolls for them. Sometimes remind them that as players they know flesh golems heal from electricity, yet their character failed a knowledge check and has been relying on a shock weapon to face each threat so far. Now AFTER you see it healing from getting shocked, your character just might have learned something.

Grand Lodge

Adventure Path Charter Subscriber

This is why I usually I make some rolls for my players, like: some Will/Fort save, some Perception checks, open locks, searches for traps, sense motive, etc.

-Skeld


I have a simple means by which I handle these problems as GM.

"Hey guys? Don't metagame. Okay?"

Works every time.


Pathfinder Starfinder Society Subscriber

For the example at the beginning, a player could say something like "The rogue barely glanced at the door. I'll take a look for myself."

Hiding the rolls really doesn't work in a game that has all sorts of reroll abilities.


I made my previous statement short and sweet, but here's a little expansion:

People who metagame on purpose are cheaters, pure and simple.

Choosing to ignore the rogue's failure to find any traps with his perception roll and do it yourself because you saw he rolled a 3 on the die is the same as lying about what you got on your die roll.

A barbarian pulling out an alchemist fire against the troll instead of smacking it with his greatsword for much much more damage without making a knowledge roll to know said troll has regeneration except against fire and acid is another form of cheating.

Some people do this without thinking, incorporating player knowledge into character knowledge; as the GM you just remind them "Uh, your character doesn't know that just because you do" and if they're mature adults they'll usually play accordingly.

Players who cheat ruin the game for those who are honest. It is not wise to continue playing with people who do so.


David knott 242 wrote:
Hiding the rolls really doesn't work in a game that has all sorts of reroll abilities.

There is only one type of reroll ability that causes the sort of issue you suggest; it was widespread in SWSE (i.e. "choose to reroll the die before the results are known," which allows the player meta knowledge, intentionally, to determine whether to use their reroll or not).

This isn't the case in Pathfinder - I'm not saying they don't exist, but the majority are "take the better result" or "take the lesser result" or "reroll a failed" - all of which can and are quite easily handled behind the GM screen.


I think if you have two experts at something having both routinely take a look is realistic enough.


Why is the Rogue the only one checking the door at first? Everyone checks for traps, even if they can't disable them. You know my Monk with a +14 to Perception at level 5 is going to be the eyes of the group, Trapfinding bonuses or not.


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It's one thing if multiple people regularly check for traps, it's quite another if it only happens when the primary trap checker rolls low.


I am with Greentea on this one. Though this is one of the many things that I would easily adjust my behavior on if I was running into the problem more than once or twice. Some methods work better with different players.


Oh man. I recently was part of a dungeon run with another trap finder, and you better believe we were both rolling perception every corner. Of course, this dungeon also was like a dozen square miles of boobytrap.


Zhayne wrote:
That's why you take 20.

Okaaay, idk if you are serious, but in case you are: take 20 will trigger the trap.

The Exchange

Cause 6 seconds is not a good search. Roll then take 20 should be normal for activities like this. Most traps cannot be set off by looking at them, and if they could it would already have been set off.

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