
Bober |
Lately I've been wondering if it wouldn't be better for players if the GM rolled some stuff for them, for example:
1. Saves against effects they are unaware of: if a creature is using detect thoughts on them, they shouldn't know. If they risk contracting a disease, or being poisoned, they shouldn't know until the effects show. This mostly goes for Fortitude saves and some Will saves.
2. Skill checks: knowing how much you rolled, or even that you had to roll, can lead to changes of strategy and meta gaming. Asking them to roll Perception puts them on the defensive even if they all fail. Rolling low on a Stealth or Disguise makes you think twice about what you wanted to do. A bad Sense Motive or Knowledge check most of the times ends with other players trying to roll it even if they wouldn't have initially (because maybe they had a lot less ranks in it). And even knowing a Bluff was bad can prevent the DM from having the guards faking to believe it to act upon it later.
Any roll that shouldn't be a clear success/failure (such as climb, escape artist, intimidate, sleight of hands...), would be better if rolled secretly by the DM.
3. Ability Checks: a STR check to break something, or a CON to withstand something. Knowing you rolled a low STR will just have you try again, and knowing that CON check will give you a good idea of how many rounds you have to act before you have to face the consequences.
On one side, I know people like to roll their dices. If the DM rolls everything, what's the point of even having character sheet? On the other hand, having the DM roll can help focusing more on the role-play side, and less on the math behind it, avoiding any kind of meta game (let's face it, few players act on bad info if they know it's bad) on their side.
What do you guys think? Have you ever tried something like that?

CrystalSeas |
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At the beginning of each gaming session, I ask for 15 d20 rolls from each character (including animal companions and familiars).
If I need to make a "secret" roll, I cross off the next number on that character's pre-roll list.
Everyone is still rolling their own dice, but they don't get any meta information from being asked to roll at a particular spot in the adventure.

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Even if a character is not aware of an effect, he is aware of any time he makes a saving throw. There are no secret saves. (I was running Pathfinder Society and using a mechanic for hidden saves, and a player pointed this rule out to me.)
Some times, you *do* realize your disguise attempt is rubbish, or your stealth attempt isn't very good.
Moreover, there are a lot of mechanics in the game that allow a player to re-roll a skill attempt, a saving throw, etc, under certain conditions. The Witch's Fortune Hex, for example. The player needs to know the number rolled, in order to make use of those mechanics.

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Core Rulebook rule.
I'm not finding it on d20pfsrd tonight. I did find something related:
"A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack." (Under Magic.)
In PFS, it's more important, because there *is* a common mechanic that allows virtually every character to re-roll a failed saving throw or other d20 roll once per game session. Obviously, the player needs to know (a) that such a roll was made, and (b) the numerical result of the roll, but not whether it was high enough to succeed.

CrystalSeas |

That sounds like it's for Saving Throws, but there are a lot more d20 rolls beyond that.
Perception checks are the big ones, especially Perception versus Stealth, or traps or anything else that isn't a malevolent spell.
I can see that PFS might require you to tell everyone each time, especially with re-roll requests available, but it seems like non-PFS games would not have to follow that rule

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Disable Device, Disguise, and Linguistics specifically call out that the check is made in secret. (Player doesn’t know the result.)
There are other cases where the GM will want to know the players’ bonuses and (pre)roll results just so the players won’t have the metagame knowledge that a check was made: Stealth vs. Perception, Bluff vs. Sense Motive.

Quoth13 |
I tend to just have my players roll and trust them not to metagame. On the other hand there are times where its fun for the players to not know if something happened. Example im running book 3 of Carrion Crown which has werewolves and i told the party that i would be rolling their saves against lycanthropy for them in order to increase their sense of paranoia and they are really liking that.

Wolin |

Personally, I have an excel sheet for most hidden rolls like fort and will saves, perception and sense motive checks, plus any extra modifiers and senses, and then just mass roll everything.
Had to check after Chris mentioned no secret saves; as far as I can see, that's definitely valid for spells (oops), but can't see anything like that for, say, diseases or delayed onset poisons. For those, it's actually fairly important to do those in secret because otherwise it has a lot of metagame potential. The odd assassination attempt fails pretty badly if they know they've just eaten a delayed onset poison, and my experience is that diseases don't work at all if they know they've failed a save.
I like CrystalSeas' pre-rolling thing, and I think I'll use that rather than my mass Excel rolling sheet in future.
Certain checks, particularly sense motive and perception, really should nearly always be done in secret, or at least have their results hidden. Just knowing the check's been made is dead giveaway, unless you're the sort of person who asks for things all the time to hide when there's a real one. Also there's a fairly big difference knowing you've just stuffed up your roll and you should try again and getting a 20 and knowing you're not getting anything else.
Disguise and stealth can arguably be done openly; they're the sort of thing where taking 10 is ideal anyway unless you're terrible at it or in combat so it's obvious if you've failed.
I suppose you could also just assume everyone takes 10 unless they specifically want to roll, which makes things a lot easier.

Bober |
At the beginning of each gaming session, I ask for 15 d20 rolls from each character (including animal companions and familiars).
If I need to make a "secret" roll, I cross off the next number on that character's pre-roll list.
Everyone is still rolling their own dice, but they don't get any meta information from being asked to roll at a particular spot in the adventure.
This is a great idea. That way nobody can say I'm making up rolls either!
"A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack." (Under Magic.)
That's the thing, they know only if they successfully save against it. If they fail, they might not realise their thoughts were read or they were the subject of a scrying spell.
But you do have a point saying there are many abilities that let you re-roll failed saves. I would probably have to discuss about it with my players.
I tend to just have my players roll and trust them not to metagame. On the other hand there are times where its fun for the players to not know if something happened. Example im running book 3 of Carrion Crown which has werewolves and i told the party that i would be rolling their saves against lycanthropy for them in order to increase their sense of paranoia and they are really liking that.
I wish I could trust them, but I can't. As a player I realise that knowing something (out of character) makes it hard to make the wrong choice with the character.
For example: you are a wizard exploring a dungeon, and your main offensive spell is energy ray. You face an ooze, which YOU know it's a Tar Jelly (flammable), but your character has no clue which kind of ooze it is because you rolled a 3 on your Knowledge Dungeoneering. Now you have to pick which kind of energy to use in your ray: if you were a new player, you would pick one at random probably (or the one that seems cooler to you), but knowing what you know makes you aware that fire and electricity are bad choices in this case. How do you pick it? Forcing yourself to go with fire or electricity would be just wrong, because even not knowing you could have picked the other two. But at the same time going straight for acid or cold means using your player knowledge instead of your character's, thus metagaming.The only way to avoid any kind of meta game, is for a player to have no interest in surviving at all costs. If you realise that your characters are supposed to die in some situations, then you act in character even if you know it's a bad choice. The example I gave you happened to me, (with different spells tho); I knew it was going to end badly, but my character didn't have that knowledge, so he did what he would do in any other fight: use his strongest spell. Unluckly for him it was lighting, which made the Ooze burst into flames and he got KOed instantly due to intense damage and low HPs. He died soon after.
In the end, I can see most of you agree on using secret rolls. I'm glad to hear that!
I'll make sure to talk to my players about it, but you having my back is a good start.

Matthew Downie |
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"From now on I'm making all attack and damage rolls on your behalf, so you don't learn anything about your opponents' armor class or hit points."
Would you want to hear that from a GM?
I think the drama of rolling your save or skill check, the dread of getting a 1, the relief of getting a 20, is such a central part of the game that removing it is far worse than the risk of metagaming.

Callum |

My players make the vasy majority of their rolls themsleves. In the situations where it's important that they don't see the result of the roll, such as those listed by Belafon, and things they're unaware of, I make the rolls for them. My players know this and are absolutely fine with it. I wouldn't roll ability checks for them, unless they somehow fit into one of the above categories.

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Players do indeed like to roll their dice. I think this sort of thing is ok, but less is more.
For skills, I wont have a player roll for disguise, forgery, profession, etc, until they are applying the roll. So if a player wants to forge documents, I wont have them roll until the moment those documents are being used. Its also relies on context of the situation. If the player's level of skill is outmatched by the task ill give them a wisdom roll to know that.

Bober |
Learning an opponent AC is not that important, and you won't learn his total HP until he's dead. It's not like you are gonna change much your combat style if he has 15 AC vs 25 AC.
Knowing that you missed something because you all rolled a low perception, or that the "perfectly safe to eat" berry is not so because your roll was a natural 1, changes a lot the way you are gonna play. Even knowing that the tracks you are following can't be the right one, because that 12 is clearly not enough to track such a stealthy creature in the jungle, will have you give up sooner and go another way.
You would still have the drama since all rolls that have an immediate effect would still be rolled by the players. Reflex saves, skills involving physical abilities (acrobatics, climb, swim and so on) or anything that gives you a "success or failure" result (no false information) such as intimidate or heal to stop a character from bleeding out. All combat checks, including saves against spell effects or damage, would still be rolled by them.
I think removing some of the dice-rolling from their hands can improve their role-play. Nobody would lose any sleep over a character hearing something in the bushes if you see he rolled a 4, since it's probably just him being afraid, or hearing a rabbit. But if he hears something and nobody knows the roll result, chances are they will investigate or double the guard for the night. Don't you think?
Players do indeed like to roll their dice. I think this sort of thing is ok, but less is more.
For skills, I wont have a player roll for disguise, forgery, profession, etc, until they are applying the roll. So if a player wants to forge documents, I wont have them roll until the moment those documents are being used. Its also relies on context of the situation. If the player's level of skill is outmatched by the task ill give them a wisdom roll to know that.
That's a good idea, rolling only when you can't go back on it anymore.

Moonclanger |
At the beginning of each gaming session, I ask for 15 d20 rolls from each character (including animal companions and familiars).
If I need to make a "secret" roll, I cross off the next number on that character's pre-roll list.
Everyone is still rolling their own dice, but they don't get any meta information from being asked to roll at a particular spot in the adventure.
My group does this, although we find two or three such rolls are enough.

Lunaramblings |
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As far as Perception rolls, I often ask for Perception rolls when they are not combat or plot related just to keep players guessing. As far as things like Disguise, I allow players to roll and know what they got, because as someone that actually is a hobbyist with special effects makeup, I think they should be able to tell if their attempt looks decent or not.

Claxon |

As a GM, I wish my players were more cool with me rolling certain things that are supposed to be secret (to avoid metagaming as much as possible) but I get a lot of push back form players the few times I tried it. Mostly went something like:
Player: "Hey! How come we got surprised by that monster, shouldn't we have gotten a perception check?"
Me: "You did get a perception check, I rolled it secretly, that's why I asked you to give me all that information about your skill checks and any circumstantial modifiers that applied to it."
Player: "Well we like to roll it ourselves!"
Basically (IMO as a GM) players like to have every opportunity to succeed and will use this as an excuse to try to get an extra roll if they failed. And ultimately I'd rather my players enjoy the game (and not fight with them over this) despite disagreeing strongly with them on this topic.

Talonhawke |

As a GM, I wish my players were more cool with me rolling certain things that are supposed to be secret (to avoid metagaming as much as possible) but I get a lot of push back form players the few times I tried it. Mostly went something like:
Player: "Hey! How come we got surprised by that monster, shouldn't we have gotten a perception check?"
Me: "You did get a perception check, I rolled it secretly, that's why I asked you to give me all that information about your skill checks and any circumstantial modifiers that applied to it."
Player: "Well we like to roll it ourselves!"Basically (IMO as a GM) players like to have every opportunity to succeed and will use this as an excuse to try to get an extra roll if they failed. And ultimately I'd rather my players enjoy the game (and not fight with them over this) despite disagreeing strongly with them on this topic.
The problem comes from abilities that might allow for a reroll the player doesn't know you rolled a 2 for them or that the roll you just marked off was a 4 so they don't know if they should have used an ability that allows a reroll on that check.

Bober |
As far as Perception rolls, I often ask for Perception rolls when they are not combat or plot related just to keep players guessing. As far as things like Disguise, I allow players to roll and know what they got, because as someone that actually is a hobbyist with special effects makeup, I think they should be able to tell if their attempt looks decent or not.
I'm still in doubt about stuff like Disguise. While it's true that you might notice you have done a bad job, most people see themselves (and what they make) better than it actually is. I could allow a perception check from the rest of the group to notice how it's done tho.
The problem comes from abilities that might allow for a reroll the player doesn't know you rolled a 2 for them or that the roll you just marked off was a 4 so they don't know if they should have used an ability that allows a reroll on that check.
If you mean things like Disable Device or Escape Artist, they can roll it. If they get a bad result, it's up to them to decide if they want to spend more time to try again.
If you mean other kinds of rerolls, such as from traits or feats, that's more problematic. I would probably ask them to give me a guideline for it. For example, "I want to use it for any check below 5" or "I only want to use it for saving throws below 10" or "I want to use it for any roll below 10 with Spellcraft". It might get complicated, and I'll have to see what the players thing about it, but it might be a solution.

Haladir |

Preface: I don't play PFS. This is how I run my home games...
There is a lesson I learned from playing other game systems like Dungeon World and Fate: The players should always roll their own dice, but only when failure has dramatic consequence for the story. (Note: In Dungeon World, the GM never rolls any dice: All dice are rolled by the players.)
If the result of a failure is not important, or if you don't want to have to deal with the consequence of failure in a scene, don't bother rolling. Just let the PCs succeed.
I also let good in-character role-playing substitute entirely for some rolls. For example, if the PCs happen to describe that they're looking for something in exactly the place that it's hidden, OR the PCs really need that clue to continue their investigation, then I don't bother making them roll a Perception check: They just find it. Or, if they spin a convincing story to get past the guards, I just let it work. It depends on the story needs of the scene.
Rolling dice represents dramatic tension. For example, if the PCs are trying to bluff their way past guards by posing as Lady Whatshername and her retinue, then THAT'S the time I have the player roll her Disguise check to pass off as Lady Whatshername. Or, if they're trying to pass off a forged document, the PC rolls his Linguistics check at the time an important official is reviewing it.
I'll even hand-wave combat on occasion. If they encounter a bunch of street thugs that they can easily handle and I don't want to bother rolling out a fight that has an inevitable conclusion, I might say, "Okay! After a brief scuffle, two of the thugs are unconscious on the alley floor and the rest have scattered. What do you do?"

FlySkyHigh |

In my experience, DMs rolling on behalf of the players tends to lead to paranoid/angry players, because they can assume (sometimes rightly) that the DM is fudging rolls in his own favor.
I tend to handle a few things a little differently from how the rules play out, but here are a few highlights of my opinions.
Firstly: I use "Passive Perception." Each of my players tells me their +perception and I just add that to 10 for an effective constant level of awareness. I explain this to players and they usually agree to it, because the NPCs use the same rules. This ends up making sneakier types a little stronger, but if people are on watch or are looking for something, I allow them to roll it. If they're just walking around, passive.
Secondly: I don't tend to ask for rolls when people don't prompt me for them. Meaning: if someone is lying to the PC's, if they don't ask to roll sense motive, I don't prompt them to. This is for a few reasons. 1) If I ask them to, they instantly can meta-knowledge that the person is lying about something. 2) A person's ability to tell if someone is lying only matters if they care enough to pay attention. I use this to somewhat punish players who don't pay attention to the game. 3) In order to combat #1, I would have to start asking people to roll sense motive in random NPC conversations, which would just lead to paranoia.
Thirdly: The only times I've seen DMs really want to roll for their players is if their players have a history of fudging rolls. (Oh you just rolled your 15th natural 20 of the night Nick? Out of 17 rolls? My goodness you're lucky!) As such, my groups have adopted public rolls. We have a large die-tray in the middle of the table and a large d20. Attacks and saves are rolled there, while damage can be rolled independently at your seat, as well as most skill checks. This has the benefit of making sure players stay honest about the important rolls, while having the added benefit of adding a certain amount of theater/suspense to combat, with everyone looking on as the dice are cast.
Fourthly: I think taking away dice rolling from the players and conducting it behind your own screen in any substantial fashion does nothing but harm the game environment. It might add suspense to the game, but it also adds paranoia, and it sows distrust. Especially in some of your listed examples, like Knowledge checks. Why should someone not know the result of their knowledge check? A certain amount of meta-knowledge is expected in these games, so if someone rolls a 24, and the result necessary was a 25, they understand that this was some very difficult to obtain knowledge. Rolling low on a stealth, most stealthy types should be cognizant of their own failures. And I can't even fathom a world where hiding a str check to break something benefits the game in any way.

Claxon |

Claxon wrote:The problem comes from abilities that might allow for a reroll the player doesn't know you rolled a 2 for them or that the roll you just marked off was a 4 so they don't know if they should have used an ability that allows a reroll on that check.As a GM, I wish my players were more cool with me rolling certain things that are supposed to be secret (to avoid metagaming as much as possible) but I get a lot of push back form players the few times I tried it. Mostly went something like:
Player: "Hey! How come we got surprised by that monster, shouldn't we have gotten a perception check?"
Me: "You did get a perception check, I rolled it secretly, that's why I asked you to give me all that information about your skill checks and any circumstantial modifiers that applied to it."
Player: "Well we like to roll it ourselves!"Basically (IMO as a GM) players like to have every opportunity to succeed and will use this as an excuse to try to get an extra roll if they failed. And ultimately I'd rather my players enjoy the game (and not fight with them over this) despite disagreeing strongly with them on this topic.
Nah, that had nothign to do with it for my games because my players didn't have powers that gave them rerolls.

Bober |
I also let good in-character role-playing substitute entirely for some rolls. For example, if the PCs happen to describe that they're looking for something in exactly the place that it's hidden, OR the PCs really need that clue to continue their investigation, then I don't bother making them roll a Perception check: They just find it. Or, if they spin a convincing story to get past the guards, I just let it work. It depends on the story needs of the scene.
I do allow role-playing substitute rolls only on social skills, but it's not a must. Some players would like to play a very charismatic character, but can't role-play it well enough, so I leave them the choice of rolling it. This goes mostly for diplomacy and intimidate.
Firstly: I use "Passive Perception." [...] This ends up making sneakier types a little stronger, but if people are on watch or are looking for something, I allow them to roll it. If they're just walking around, passive.
Secondly: I don't tend to ask for rolls when people don't prompt me for them. [...]
Thirdly: The only times I've seen DMs really want to roll for their players is if their players have a history of fudging rolls. [...]
Fourthly: I think taking away dice rolling from the players and conducting it behind your own screen in any substantial fashion does nothing but harm the game environment. It might add suspense to the game, but it also adds paranoia, and it sows distrust. Especially in some of your listed examples, like Knowledge checks. Why should someone not know the result of their knowledge check? A certain amount of meta-knowledge is expected in these games, so if someone rolls a 24, and the result necessary was a 25, they understand that this was some very difficult to obtain knowledge. Rolling low on a stealth, most stealthy types should be cognizant of their own failures. And I can't even fathom a world where hiding a str check to break something benefits the game in any way.
1. That could be a good solution, but I don't get why they would have to roll while on watch. If they roll a 1, they shouldn't be more alert just because they know they missed something.
2. Me neither.
3. That's not the issue, since we play mostly online. My main issues are two:
-A: Other players acting on someone's failure: for example, when the bard fails the Knowledge Dungeoneering check, any character with even just 1 rank will try it. Which they wouldn't have if he rolled a good score.
-B: Player knowing their information is wrong: such as knowing the ranger failed the Survival check, and they are gonna get lost, so even the guy with no ranks will roll it and be like "Who cares if you are the tracker and wilderness expert, I know this is the wrong way".
I tried solving it by asking before hand who would try it, like if someone goes "I roll sense motive", before he does I ask if anyone else wants to. But it usually ends up with the entire party rolling, just because they can.
4. Back to answer 3, this prevents me from giving them false information. If you roll a 24 on a 25 check to identify a monster weakness, I might give you a piece of information quite accurate but with a little error. But if you rolled a natural 1 (yes, we fumble on skills usually), I might give you completely wrong informations because you got confused and that monster was not resistant to cold, he was vulnerable to it maybe.
As for STR checks to break objects, it's a way to prevent rolls spam. If you are trying to bend those iron bars and you fail without knowing by how much, you might start thinking at another way to get out. But if you see you rolled a 5, be sure that even the guy with 10 STR is gonna try in case he gets a 20... Of course this depends on the object; sometimes you can see the damage you are doing to it, so that's another story.

necromental |

3 - that's how thing usually work if you have several experts on things (people with same knowledge checks). If the wizard doesn't recognize the demon, he asks the cleric if he knows any better. Your problem is with your critical failures with skills which skew the normal procedure in the game. We don't find fun in failing mundane tasks.
4.I've never seen anyone to not take 20 if there's time for STR checks.
On the main question, I like to roll checks in the open, even our DM rolls mostly in the open. For saves, I certainly wouldn't let you roll for me, ability checks makes no sense, while we do let some skills be rolled by the GM, because rarely will someone spend a reroll power on skills, and secondly we don't metagame the skills that much (we even roll against each other and play out dice results).

Toirin |

There are a lot of good ideas here.
I think some of them really depend on how descriptive of a GM you have. For example, with a STR check, seeing that the hinge on the door is starting to buckle when you try to break it would give a sense of how close your STR check came without necessarily needing a roll. It may even prompt another try or cause a player to give up when they see the door isn't budging at all.
I like the generally taking 10 for skills such as perception / stealth unless the players have an active reason for not taking 10.
I will admit to doing something different as a result of knowing a roll failed. Particularly with survival checks, I have followed the city cleric who never went out of town over the forest-raised ranger on a survival check in the woods before. Though, having a GM that describes that ranger as having a moment of confusion as he feels lost among the trees while the cleric receives a divine vision from their god would make a significant roleplaying difference.
Ultimately, it all comes down to trust. If I trust my GM to be fair and tell a good descriptive story, then I don't mind leaving some of my rolls in their hands. But if I feel my GM tends to miss things (even simply from forgetting a rule), or likes to screw their players (generally just walk away from these tables), or even if I just don't know that GM because of PFS / new table, then I tend to want more control over the successes and failures of my character.

Bober |
3 - that's how thing usually work if you have several experts on things (people with same knowledge checks). If the wizard doesn't recognize the demon, he asks the cleric if he knows any better. Your problem is with your critical failures with skills which skew the normal procedure in the game. We don't find fun in failing mundane tasks.
You misunderstood me. I don't have a problem if two characters roll the same knowledge because they both are "experts" on that kind of thing. It bothers me when people with 1 lonely rank decide to roll after seeing the experts failing their rolls, only because they can't re-roll and you could get lucky with a high roll.
The critical failures are something all my players enjoy and expect, but while laughing at the results most of they time they are incapable of not letting them affect their future actions.
In the example, if the Wizard mistakes a Tar Jelly for a Black Pudding, people wouldn't act on the information they got from the wizard, because they (players, not characters) know it's wrong due to the low roll. The wizard himself wouldn't ask anyone else if they knew what they are facing, and would probably be on the defensive if someone tries to tell him wrong (him being, usually, the one with the highest INT and knowledges).
If he rolled a 5, everything is fine. He doesn't recognise the creature, and anyone is up for trying. But if he rolls a 1, he does believe it's another similar creature (or the same, but with wrong abilities or such).
I think some of them really depend on how descriptive of a GM you have. For example, with a STR check, seeing that the hinge on the door is starting to buckle when you try to break it would give a sense of how close your STR check came without necessarily needing a roll. It may even prompt another try or cause a player to give up when they see the door isn't budging at all.
This is exactly my point for rolling it in secret. If he rolls a 14 but needed a 15, my description will give away that something is happening, but it's not enough. But if he rolls a 2, the item won't seem to be affected by his attempt to break it. Without knowing the dice roll, he might give up, or decide to give it another try anyway.
As for taking 20, it's not always an option. Taking 20 requires time, and u don't always have it.

necromental |

Why wouldn't the guy with 1 rank roll? If he succeeds, he is the expert on the particular topic. I mean, it's the two guys with great knowledge about planes, but who don't know everything, and a guy who read a page about the succubus in the demon book. Again, you are letting your house rules color your thinking...the penalty for failed Knowledge check is not wrong information, but rather no information about specific topic.
In the instance of your house rules, it makes sense to roll secretly, as you and your players obviously enjoy in-character bickering about who is right on any given topic. And most of them being wrong. But it's not the standard assumption of the game. The standard assumption is that everyone with the skill and opportunity to use it (i.e. they are there) rolls the check and GM gives the info to those who succeed.
On the door breaking, the additional drama of not knowing whether the door is breaking or not is simply not worth the hassle. The DCs are in the core book and your players should know at least approximately what DC they need to beat. But you want to make a mystery about breaking the door, and they obviously think something like that is worth the drama. Good for you I guess, but don't expect cheering from the bleachers here.