this post was submitted on 31 Oct 2025
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[–] mic_check_one_two@lemmy.dbzer0.com 0 points 7 months ago (1 children)

I took it another way, where Wisdom specifically controls skills like Perception and Intuition. Basically, skills that allow your character to notice things.

Let’s say an NPC tells a lie, and you ask whether or not they’re lying. You see that you rolled a 1 on the Intuition check. 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 Intuition 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 Intuition roll from the players, it obfuscates the pass/fail, and eliminates the entire “player knows someone was lying but their character doesn’t” metagame.

[–] jjjalljs@ttrpg.network 0 points 7 months ago

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.