Strip 007 - "That's probably not how that works..."

17th Apr 2014, 12:00 AM in Forest of Doom
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DragonTrainer 17th Apr 2014, 12:00 AM edit delete
Sense Motive Checks. Even if you fail 'em, you still know something's up.



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SeriousBiz 18th Apr 2014, 8:40 AM edit delete reply

"Ain't that the truth..."
This is exactly why when GMing, I prefer to write down the players' relevant skills (perception, sense motive, etc.) and secretly make the rolls for them when I don't want them to know that something's going on. Since the players can still hear me rolling behind the screen, I throw them off by occasionally rolling at random. This tactic has two beneficial side effects:

1)When I roll while an NPC is talking, they make sure to listen extra carefully.

2) The players get increasingly paranoid about any and all rolls I make. This is always great, but even better when playing games like Paranoia or Call of Cthulhu.
Otaku 23rd May 2014, 11:15 AM edit delete reply
"Isn't that how its supposed to work?"
Hmm... must be a system thing. Most of the RPGs I played for any length of time had the GM make such rolls for you. The GM only had you make them when they were relatively trivial so that success or failure - even crits - weren't going to give the player too much intel.
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