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[-] PugJesus@kbin.social 54 points 2 years ago

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

[-] Tolookah@discuss.tchncs.de 49 points 2 years ago

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

[-] Lichtblitz@discuss.tchncs.de 28 points 2 years ago

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

[-] agamemnonymous@sh.itjust.works 4 points 2 years ago

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

[-] PugJesus@kbin.social 5 points 2 years ago

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

[-] agamemnonymous@sh.itjust.works 5 points 2 years ago

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.

[-] PugJesus@kbin.social 6 points 2 years ago

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@sh.itjust.works 2 points 2 years 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.

this post was submitted on 28 Mar 2024
540 points (98.4% liked)

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