Inspiration dice and Secret Checks


Advice


So since I've been doing secret Perception and Sense Motive checks, I think the party has been having more fun. Since I use my computer to track many things, I can use it to SMS players important information they learnt through secret rolls - so they can RP the knowledge as well.

The problem is the Investigator. He feels a bit cheated upon because he doesn't get a chance to use Inspiration on those rolls. If they are close, I'll sometimes tell him that something is up and he may inspire it, but sometimes, particularly on Sense Motive checks, it kind of defeats the purpose.

Does anyone have any ideas on how to solve this?

My current plan: offer him free gold in exchange for him to take Expanded Inspiration on the next opportunity.


Depending on hid level and focus it could be a ways off. There are certain combat ones that are almost required at first. If he totally skips them I would assume he is forgoing combat effectiveness completely.

All and all, talk to the player. Work something out. Maybe give him a flat bonus on his checks and take some dice away.


  • Let the player list the situations in which the PC would use their Inspiration.
  • As a GM, use the Inspiration secretly.
  • Inform the player when success was achieved due to the use of Inspiration.
  • Inform the player the current status of their Inspiration pool when the PC is actively using their ability.
  • Fine-tune the rules for when to use the PC's Inspiration.
It's not an ideal solution, but it works.


I also like using secret rolls at different times as well, and unfortunately the investigator ability hinges on the player actively doing something.

I think you're doing okay.

Basically, if using inspiration could possibly meet the DC when he has otherwise failed to meet it you should probably tell him. But you might want to work out a system to keep it more secretive so you don't let the cat out of the bag for everyone.

Alternatively, I could see an argument that since Inspiration represent an active role in doing something that reactive situations might represent situations where he simply cannot use Inspiration.

I think Inspiration when searching for something actively makes sense, you focus really hard and get a better perception check.

It doesn't make sense to notice the balloon floating high up in the sky, because you're not even paying attention to it in the first place.

Actually, you know what. That is exactly how I would run it even though that's not how the ability is written to work. It make sense when the player is actively using the ability or focusing/concentrating on the task at hand. It doesn't make sense to use on a reactive check, such as just happening to notice something.

Inspiration could still be used on Perception and Sense Motive, just not in all situations. Searching a room yes. Noticing an ambush no. Merchant lies about the value of item (and you don't have appraise) no inspiration to sense motive. You know how much an item is worth and are trying to sell it and a vendor low balls you and tries to tell you it's a fair price, sure you can add Inspiration to that Sense Motive to know he's lying.


Claxon is right. Here's the game mechanic reasoning:

Using an inspiration is a free action. Because the description of the ability does not explicitly say that you can use it outside of your turn (unless I missed it - I am just browsing the description), inspiration can't actually augment reactive Perception and Sense Motive checks (i.e. resisting Bluff) anyway, only those that are actively made on your turn.

Grand Lodge

I also use secret checks for Sense Motive, Perception, and Stealth due to the meta-gamey aspects of the players knowing they rolled low or high. Not that I accuse players of metagaming, but the game is simply more exciting when there are unknowns involved. For instance they don't know how well they are hidden while sneaking, or 1/2 the party thinks the NPC is lying, and the other 1/2 thinks he's telling the truth. Not having dice numbers to refer to can lead to interesting interactions.

My interpretation is Inspiration reflects additional attention so it needs to be called out by the player unless the inspiration use is free, such as with expanded inspiration. It is not my call as a GM when to use a portion of the PC's daily allotment, but if its free, I consider it always on.

Drejk: I never considered Inspiration use in combat to oppose Bluff checks for feinting, but I agree with your assessment.


Expanded Inspiration is pretty good on its own, so I'm not sure why you would need to bribe your player to take it. I think you're running it fine. Explain to the player you understand their concern, but that their options are invest a feat to always be allowed to add the die or deal with the inability to make that call without giving you a guideline of situations where he would spend it (perception rolls where the result is less than 20, sense motive rolls of 15+ on the die, etc). If it were me as the player, I would just allow things to progress as is and pick up expanded inspiration ASAP since it is so good and clearly it's going to be used heavily by the GM (because there's nothing worse as a player to my mind as investing in something and it never being useful).


Expanded Inspiration was one of the few talents that I really liked.

Grey_Mage wrote:
Drejk: I never considered Inspiration use in combat to oppose Bluff checks for feinting, but I agree with your assessment.

Remember that Sense Motive checks are made in response to practically any Bluff check - lying, making a diversion, noticing a secret message being passed.

Sovereign Court

Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Every time you roll a secret check, roll a d6 and have players add their Wis mod. This represents their confidence in the accuracy of their secret roll. If they end up with a 1, they have no idea if they did well or poorly, if they get a 3-4, give them a sense, "mighta' worked, but maybe not," and if they get a 6, "you feel really good about your guess," or "you feel pretty uneasy about it." You could either roll the d6 openly or roll that one in secret too.


Crazy idea here but:

Don't use secret rolls?


Anzyr wrote:

Crazy idea here but:

Don't use secret rolls?

You are right. Crazy idea.

Grand Lodge

Drejk wrote:
Using an inspiration is a free action. Because the description of the ability does not explicitly say that you can use it outside of your turn (unless I missed it - I am just browsing the description), inspiration can't actually augment reactive Perception and Sense Motive checks (i.e. resisting Bluff) anyway, only those that are actively made on your turn.

This isn't right. "Turn" is a combat thing. Outside of combat there aren't turns--unless you're having your players walk around in initiative the whole time.

Sovereign Court

Pathfinder Starfinder Society Subscriber
claudekennilol wrote:
Drejk wrote:
Using an inspiration is a free action. Because the description of the ability does not explicitly say that you can use it outside of your turn (unless I missed it - I am just browsing the description), inspiration can't actually augment reactive Perception and Sense Motive checks (i.e. resisting Bluff) anyway, only those that are actively made on your turn.
This isn't right. "Turn" is a combat thing. Outside of combat there aren't turns--unless you're having your players walk around in initiative the whole time.

Would you have it work differently inside vs. out of combat?

Grand Lodge

KingOfAnything wrote:
claudekennilol wrote:
Drejk wrote:
Using an inspiration is a free action. Because the description of the ability does not explicitly say that you can use it outside of your turn (unless I missed it - I am just browsing the description), inspiration can't actually augment reactive Perception and Sense Motive checks (i.e. resisting Bluff) anyway, only those that are actively made on your turn.
This isn't right. "Turn" is a combat thing. Outside of combat there aren't turns--unless you're having your players walk around in initiative the whole time.
Would you have it work differently inside vs. out of combat?

Yes. In combat there's much more going on that turns are actually needed (this is just my opinion). But as a GM it's within my right to say what free actions do and don't work outside of your "turn". Most should. And the FAQ set a bad precedent by not going into detail about why a free action may be allowed outside of your turn and just blanketly allowed the few that were asked about instead of addressing the problem.

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