So many people hate secret rolls. So many people feel like they remove agency from them.
But that’s what the dice do. They’re agency-revoking machines.
One reason people may dislike secret rolls is you can’t be sure the GM isn’t just lying to you. Though if that’s the case, you should probably find a GM you trust.
On the other hand, I prefer systems where dice aren’t the sole arbiter. I want to be able to spend a fate point or inspiration, or succeed at a cost.
For all its other faults, I love the Edge system of shadowrun. In brief, Edge is an attribute like strength or charisma but also a resource pool. You can spend a point for a greater chance of success, or you can permanently burn an edge point for a +4 success (degree of success is calculated into damage).
I feel like I would never burn edge, but hold onto it like Elixirs in final fantasy. (Unless you can restore it somehow)
You can, it just seemed like a lot of info to dump in my first post. Shadowrun is a classless, level less system. Your xp is called Karma, and you can spend Karma to increase your skills and attributes.
TBH, 5e hates secret roles. (yes, i know this is not a 5e specific post, just a personal gripe)
There are way too many abilities that trigger on a failed roll or can be used after a roll that this kind of play style straight up conflicts with.
One of the worst ones for this kind of thing is the soulknife rogue’s Psi-bolstered knack (that they get at level 3), with both triggers explicitly on a failed roll and refunds if the extra dice if it doesnt make it succeed so you cant even include mystery if the reroll made it a success.
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I’m a GM and I have offered my players many times to stop doing secret rolls, but they like it. I think they especially like it when I have to make up BS on a crit fail
Main issue is the extra GM workload, which is why I like the GM never roll trend, one less stuff to do means more time to focus on GMing
Do that many of you really play in these antagonistic as fuck groups? I see so many memes that imply a very a hostile dynamic between DM and players. I think you might need to find a better group if that’s the general atmosphere.
A fuckton of people these days play D&D as a pick-up game with randos off Discord or Roll20 and not actually in person with people they know.
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I guess that makes sense. To be honest for me it’s such a social experience who I’m playing with is the biggest thing I care about.
with randos off Discord or Roll20 and not actually in person with people they know.
I know online rpg changed a lot in 20 years, but when I was playing online around 2010, playing on teamspeak, also meant be part of community, and ask others GM about new players before having them joining your table (No show, cheating and other bad behaviour would quickly be known by everyone) . Moreover, because you don’t know them, it’s easy to kick them out.
I have a feeling that people who spend their time posting memes about shitty relations between players and DMs probably aren’t actually playing that much.
Also, like, every social media platform seems to thrive on conflict, so there’s probably a relationship between spending loads of time engaging with those platforms and having a shitty attitude in general.
D&D is like sex, in the sense that “no D&D is better than bad D&D”
I find that the people who play in groups like this are people who haven’t been able to find a better group, but haven’t realised how antagonistic groups kill the joy of the game
I would agree with that. I’d rather not play than play in a bad group (or a group that doesn’t play the style I enjoy)
I’ll be going to my first dnd session next weekend. Can someone explain why metagaming bob doesn’t like this regulation?
Edit: Thank you everyone! Great explainations.
Metagaming is broken into two halves. There’s the acceptable “suspend your disbelief” type of metagaming, where the entire table just sort of agrees that certain things (like a character being able to hike miles at a time while carrying 300 pounds of gear, just because they have a good Strength stat) is a perfectly normal thing. When people discuss metagaming, that’s usually not what they’re referring to.
When people discuss metagaming, they’re usually referring to when the player acts on knowledge that their character doesn’t have. For instance, maybe the player has already read/played the module before, so they know where all of the traps in a dungeon are. And maybe they take a route through the dungeon that conveniently avoids or bypasses every single trap. It’s one of those things that’s difficult for the DM to police, because delineating the difference between “the player got lucky/had a suspicion because of something I said when describing the room” vs “the player already knows what is going to happen” would require mind-reading. And notably, the only person who enjoys this type of metagaming is the metagamer. If the DM and the metagamer are the only ones who know the module, the metagamer is ruining a lot of the suspense and potential dramatic twists for the rest of the players at the table.
Wisdom governs a lot of “I want to find out something about the environment/this NPC” skills. Perception, Insight, Animal Handling, and Survival can all be used to notice things in different scenarios, (notice a trap, catch a lie, intuit an animal’s intentions, follow a trail in the wilderness, etc,) and all of them are governed by Wisdom. The only real exception is Investigation, which is governed by Intelligence. But Intelligence is mostly focused on “you remember this thing” skill checks, rather than “you notice this thing” skill checks.
As a result, Wisdom checks are often targets for metagaming. For instance, Perception allows you to detect things like traps or environmental details that would otherwise go unnoticed. Maybe a treasure chest has a false bottom, with extra loot hidden below it. The metagamer has already read the module and knows about the false bottom. And the metagamer will usually try to find ways to “force” certain results that they want, or will blatantly act on knowledge that their character wouldn’t have.
In the above “treasure chest with a secret compartment” example, maybe the metagamer (knowing there is loot under a false bottom) says they want to thoroughly search the chest. The DM calls for a Perception check as they rifle through the contents. The metagamer rolls, and the entire table can see that it is low. The metagamer knows they failed the Perception check. But they still want the loot at the bottom of the chest. So they say something like “when I don’t find anything worthwhile, I smash the chest in frustration.”
Now the DM is in a tricky spot. Do they reward the player and reveal that by smashing the chest, the player finds extra loot hidden in a secret compartment? Or do they try to punish the metagaming by saying that they find a bunch of smashed (now worthless) loot in what used to be a secret compartment? It’s a judgement call on the DM’s part, because the DM can’t read the player’s mind to know if they were trying to metagame.
For another example, maybe an NPC tells a lie. The metagamer asks if the NPC is lying. The DM calls for an Insight check. The metagamer sees the low roll, and the DM says the NPC seems to be telling the truth. Now the metagamer is in a spot where they (as the player) don’t believe the DM. But the metagamer’s character believes the lie, because they failed the Insight check. Now the metagamer may try to find ways to circumvent that failed Insight roll, by finding other ways to catch the NPC in a lie. Maybe they try to poke holes in the NPC’s story using History, Religion, Arcana, Nature, and/or Investigation (all governed by Intelligence) checks instead. Or maybe they go out of their way to find evidence that would disprove the lie. Even though their character would have no reason to do so, because their character believes the lie.
By hiding Wisdom checks from the players, it helps eliminate a lot of metagaming. Especially in the last example. If the Insight check was hidden from the player, the player wouldn’t know if they failed the check. So they just have to take the DMs word when they say the NPC seems to be telling the truth. It eliminates the entire “player saw the low roll and doesn’t believe the DM” part of things.
Bob presumably has been using player knowledge to inform character decisions in a way the group doesn’t like.
For example, illusions may require a wisdom check to realize they’re not real. When Bob rolls openly on the table and gets a 1, he decides as a player that his character is going to treat the lava monsters as illusions. If he instead had to roll in the opaque jar, he as a player would be less certain about if they’re illusions or real.
So first off, Meta-gaming in DnD is a bit weird. It’s both acceptable and not acceptable, depending on the limitations therein. Like it is technically metagaming to have one PC trust another after just meeting in the game for the first time but this is not just acceptable but actively encouraged in some games because you don’t want to draw out being untrustworthy of your party in the first session when the whole goal is to play together.
But the flipside is bad metagaming like if you read a module ahead of time, have information about that and then use that to take actions like fetching a bad guys bugout bag and investigating a specific wall to see through the illusion (Fuck you, you giant turtle asshole… sorry. Bad experience) then that is just you being shitty because you’re not really playing the game. This is taken a step further with dice rolls. You may or may not notice that some DMs will ask for a specific DC and other ones will just ask for a roll and then tell you if you succeeded/failed after the fact. The ones who ask for it after the fact have typically dealt with a lot of Metagaming Bobs. People who, when they hear a specific DC, will roll just barely that DC or roll to beat it. Especially if it is a big and important roll. They don’t want the dice to tell the story, they just want to win. They don’t understand the game. To them it’s being the hero or succeeding everytime so they’ll lie about the dice rolls.
Metagaming bob is upset in this instance because the DM has elected to have all players roll in a specific thing so that only the DM can see the roll. That way only the DM knows whether they succeeded or failed. Bob feels like his agency has been taken away and he doesn’t trust the DM. He thinks the DM will just lie about the rolls because Bob can’t understand playing the game in any way other than how he sees it. He is mentally accusing the DM of doing what he does. So when he says that there is a problem, the DM knows that he has caught Bob.
From this point, Bob will typically flame out of the party. He will get upset about something and either be pushed out by all other players and the DM or just leave himself. Less often, Bob starts to learn the error of his ways and accepts the dice as the true storytellers and all of us just along for the ride.
I hope that helps and I hope that you have a fantastic session next weekend! May you always roll with advantage and the dice be forever in your favor <3
I took it another way, where Wisdom specifically controls skills like Perception, Insight, and Animal Handling. Basically, skills that allow your character to notice or intuit things about the environment/NPCs.
Let’s say an NPC tells a lie, and you ask whether or not they’re lying. The DM asks you to roll an Insight check, and see that you rolled a 1. This means you (as the player) know you can’t trust when the DM says the NPC is being truthful. But your character believes the NPC, because you obviously failed the Insight roll. And that’s where the metagaming comes into play, with the player finding alternative ways to be able to act on what they believe was a lie, even though their character believes something to be a truth.
By hiding the Insight roll from the players, it obfuscates the pass/fail, and eliminates the entire “player knows someone was lying but their character doesn’t” metagame.
And that’s where the metagaming comes into play, with the player finding alternative ways to be able to act on what they believe was a lie, even though their character believes something to be a truth.
My favorite solution to this comes from Fate’s compels. In short, you bribe the player with the equivalent of Inspiration for buying in.
So, yeah, maybe the NPC is lying, but I can invoke their “Very Trustworthy” aspect, because the dice said they’re coming off as very trustworthy, and you get a nice shiny fate point so long as you go along with it.
It can channels the metagamer’s desire to win in a more story friendly direction.
If your group has the trust, there is something to be said for making all rolls GM rolls. The GM is going to tell you how it turns out anyway so why not just make them roll? Let them handle the mechanical elements of the game so the players can focus on the role play.
I used to play when the basic D&D was out, we rolled. Later in highschool we had this amazing story telling dramatic DM, he did all the dicerolls. At first it felt odd, but since he kept the story moving it let you focus on group communication and your own role play.
The modern game is so much simpler than the old ones. I’m so glad to see the back of THAC0
We had transitioned from the Basic, Advanced, then whatever the THACO version was. I didn’t mind it so much but didn’t have too much exposure to it.
It made for a good comic though, the image was: d&d character in a tavern trying to hit on a female patron. The caption was ; Hey babe what’s your THACO
I like making the math rocks go clicky clack though
The math has been within you the whole time, my boy. The rocks do nothing.
It occurs to me that open rolls are mostly a thing because it’s fun to roll dice, and character sheets are a thing because players like to optimise. It’s be fun to have a system where the rolls and player stats are hidden information and the players only have perception of how good their character is at stuff from the outcomes of their choices - like you can have a full-on Dunning Kruger wizard in your party, or be totally unaware that your barbarian has an innate skill for music.
I mostly remember the events from the 1s I have rolled. 20s fade into insignificance
So it’s nice when die rolls are open, do everyone can share in the expectation
Gamang
☕
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My DM last week decided to have this weird fucky thing in the area that we were at. Some fucky wucky magic that was making it so after every roll (except for attacks) the DM made another roll to determine odds or evens. If it was evens, your roll worked as normal. If it was odds, your roll was reversed so that your nat 20 would become a nat 1. But that also meant if you ended up with a nat 1 and he rolled an odd, you’d get a nat 20. This happened twice. We were all laughing nonstop because like… none of us could have metagamed it if we wanted to. And some of us roll physically and others on dnd beyond. DM just trusts us. So when I said a Nat 1 at one point with a pained sigh, I had forgotten about his odds/evens thing. He rolled and started laughing and then we all started laughing as the roll went through stupendously well.
Not exactly the same as what you’re describing but I thought it was fun and wanted to share <3






