• jjjalljs@ttrpg.network
    13·
    17 hours ago

    It depends on the system and GM style.

    I usually would tell players the target number. Their character would typically have a sense of how hard something is, more so than a desk job nerd sitting comfortably at home trying to imagine climbing a brick wall. If I say climbing the wall is difficult enough they have slim odds, they can then make an informed choice.

    DND is also largely missing meta game currency, degree of success, and succeed at a cost. All of those change how the game works, and make hidden rolls less appealing.

    For stuff like “there’s a hidden trap” or “they’re lying to you”, you don’t want players to enter into meta game “I know there’s something here so I’m going to be extra cautious” mode. I often find a hazard they can see and need to deal with is better than a hidden surprise. Like, all those black tiles shoot negative energy out when stepped on. And also a lot of Zombies just woke up and are shambling towards the tiles floor. Enjoy!

    Personally I like how games like Fate you can mechanically reward players for going along with it. DND almost has that with Inspiration, but it’s very under baked.

    DND is also especially loosey-goosey about target numbers aside from physical combat defenses and damage.

    Another system might have a more explicit “To bully your way past someone, roll your provoke vs their will” combined with “the bouncer’s will score is 2”. DND has vague rules no one uses for “asking a favor”.

    Sorry for a long unfocused answer. Happy to talk about whatever if you have questions