this post was submitted on 28 Mar 2024
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[–] [email protected] 54 points 7 months ago (3 children)

That's why you call rolls for no reason, though.

[–] [email protected] 49 points 7 months ago (1 children)

Or trust your players to metagame in the opposite direction, making terrible decisions.

[–] [email protected] 27 points 7 months ago

When the low rolling character convinces the high rolling one, that they are seeing things, the real fun begins.

[–] agamemnonymous 4 points 7 months ago (1 children)

That is one alternative, yes. Needlessly tedious in my opinion, but that's just my personal taste.

[–] [email protected] 5 points 7 months ago (1 children)

Doesn't need to be often. Just enough to make them more (or less?) paranoid.

[–] agamemnonymous 5 points 7 months ago (1 children)

That's just meta-meta-gaming imo. Fine if that's your group dynamic, just not my thing. Personally, it seems like way more time and effort.

[–] [email protected] 6 points 7 months ago (1 children)

We, as human beings, often register false positives or harbor paranoias - noises where there are none, still shadows turned to sweeping figures. Rolls without reason simply simulate that within the context of tabletop roleplaying.

[–] agamemnonymous 2 points 7 months ago

I would actually pair that with secret rolls. Every once in a while, just roll the dice behind the screen, consider the result sagely, then make no mention of it and continue as usual.