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[-] PugJesus@kbin.social 54 points 7 months ago

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

[-] Tolookah@discuss.tchncs.de 49 points 7 months ago

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

[-] Lichtblitz@discuss.tchncs.de 28 points 7 months 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 7 months ago

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

[-] PugJesus@kbin.social 5 points 7 months ago

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

[-] agamemnonymous@sh.itjust.works 5 points 7 months 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 7 months 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 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.

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

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