At last week’s game, the characters searched a room. After the first searcher rolled low, another decided to redo the search. The searching and the low rolls continued until someone rolled high enough to prove that there was nothing to find. Meanwhile, I rolled my eyes at the obvious metagaming. If the scene had mattered, I might have told them that the characters lacked any reason to repeat the search. When players make perception, insight, and knowledge checks, players routinely glean information from the number on the die. This bothers me.
The obvious solution to this problem is for the dungeon master to roll informational checks for the players. Players hate this. Some of the fun of the game comes from rolling dice. If the DM rolls for your character, you start to feel a loss of ownership. You feel like a bystander watching the game rather than participating. Also, players enjoy having the unearned information from the number on the die.
So I tolerate the metagaming and I let the players roll. Besides, it may not be entirely unfair for the number on the die to give the players hints, because when you attempt something, you often have a feel for how well you did. Of course, in life, your sense may be wrong, while if you see the die roll, you know. (In life, the worse you are at something, the more likely you are to overrate your efforts.)
In the early days of the hobby, I learned a technique that I like better than rolling for the players.
When players make stealth, perception, insight, and knowledge checks, let them roll as usual, but also roll a d6 and keep the result secret. If you roll anything but a 6, treat the player’s die roll normally. If you roll a 6, flip their die roll so 1 becomes 20, 20 becomes a 1, and so on. Tell them the outcome of their action based on the inverted result. Now the player who rolled a 19 can feel fairly confident that there is nothing to find, but not certain. Now the player who rolled a 2, but feels a hunch that the informant is deceptive just might be right.
I’ve never used the method in play, because I know players will object to losing the unearned certainty that comes from knowing the die roll. Perhaps I’m not a mean enough DM.
Are you mean enough? If you plan to use this method, tell your players. They should know that the hunches they base on their rolls may be inaccurate. If you’re quick with arithmetic, you can flip a d20 roll by subtracting 21 and throwing out the negative. Otherwise, just create a table by writing the numbers from 1 to 20 alongside the numbers from 20 to 1 at the edge of your DM screen.
How do you feel about rolling for the players or otherwise adding uncertainty to perception, insight, and knowledge checks?