| graystone |
| 1 person marked this as a favorite. |
As an example of not knowing if you try to make a diplomacy check you might get a 10 on the dice, and have a great or poor score depending on your modifiers still pass or fail depending on the person you are "working". You do not know if you did a great job or not.
I've never suggested you'd know if you pass of fail, just that you'd have a sense of your abilities. Taking diplomacy for example, you should have some idea if you have a solid argument/point or a shaky one when you say it [ei, you're roll]. However, you'll never know what the DC you're against so you have to make an educated guess if you have to put a bit more effort into it.
The player might know what mummy rot it. The character might not.
Note I mentioned making a know check. I see no reason that a knowledge check wouldn't let you know a mummy has mummy rot... That seems to fall squarely under "Identify a monster's abilities and weaknesses".
I guess we will have to agree to disagree though.
We can I guess but I just can't understand how abilities can exist in the game that allow bonuses to be added, as an action, "after the check is rolled and before the result is revealed" if the player and character don't have a sense of what was rolled...