RPGBOT.Podcast

SECRET ROLLS (Remastered) - In Case You're Not Good at Lying to Your Players…

RPGBOT.Podcast

Show Notes

Today on the RPGBOT.Podcast, we're talking about secret rolls, the wonderful tabletop RPG mechanic where the GM rolls your dice for you and then refuses to tell you what happened. Pathfinder 2e actually built rules for this. Dungeons & Dragons 5e mostly hands the problem to the DM and quietly backs out of the room.So grab your dice, hand them to the GM, and try not to look nervous. Apparently, not knowing whether you succeeded is a feature. Show Notes Sometimes knowing what you rolled is almost as dangerous as failing the roll. In this episode of the RPGBOT.Podcast, we dig into secret rolls in tabletop RPGs and why hiding the result of a check can completely change the way players experience a game. Pathfinder 2e secret checks provide a formal system for keeping certain results hidden, while D&D 5e leaves Dungeon Masters with considerably more improvising to do. The problem starts with metagaming. A player rolls a 3 on an Insight check, gets told that an NPC seems trustworthy, and suddenly everyone at the table knows exactly how trustworthy that NPC probably isn't. Even when players try to separate player knowledge from character knowledge, ignoring a terrible die roll sitting in front of you is easier said than done. Secret dice rolls remove that information entirely. We look at how secret rolls work particularly well for knowledge checks, Perception, Insight, Deception, hiding, sneaking, and social encounters. If the player doesn't know whether they succeeded, failed, or critically failed, information from the GM becomes part of the world instead of an obvious reflection of the number on the die. Pathfinder 2e takes this idea especially seriously. The GM can make a secret check using the character's modifier, determine the degree of success, and describe only what the character knows. A successful Recall Knowledge check might reveal something useful. A critical failure might produce convincing misinformation. Either way, the player has to decide what to do without first checking the d20 for permission to believe the GM. We also talk about one of the simplest tools available to a D&D 5e DM when secret checks aren't being used: sometimes a failed Insight check doesn't need to produce false information. The NPC can simply be hard to read. That keeps a bad roll from becoming a giant flashing METAGAME HERE sign over the conversation. Secret rolls can also make exploration more interesting. Searching for traps, sneaking past enemies, or trying to determine whether something dangerous noticed you becomes considerably more tense when nobody knows exactly how successful the attempt was. And yes, some players absolutely hate this. There is something deeply comforting about seeing your own dice roll. Taking that information away requires trust between the players and GM. But when everyone buys into it, secret checks can create suspense, uncertainty, and some wonderfully uncomfortable moments where the players have to make decisions using what their characters actually know. We also wander into encounter design and homebrew campaign advice, because this is the RPGBOT.Podcast and staying completely on topic would apparently violate some kind of contractual obligation. Random tables, interesting terrain, multiple monsters, and unexpected complications can all help turn otherwise straightforward encounters into memorable tabletop RPG sessions. So whether you're running Pathfinder 2e secret rolls, experimenting with hidden D&D 5e ability checks, trying to reduce metagaming at your table, or simply looking for better Dungeon Master techniques, there is one important lesson: Sometimes the most interesting die roll is the one the players never see. Key Takeaways Secret rolls help reduce metagaming by keeping players from knowing whether their characters succeeded or failed. Pathfinder 2e has formal secret check mechanics that work especially well with Recall Knowledge, Perception, Deception, stealth, and other checks where knowing

More from RPGBOT.Podcast

Oct 22, 2026

Last time, we opened a door that had been sealed for thousands of years, murdered a dinosaur, adopted its baby, and turned a crank we probably shouldn't have touched. Now the village is flooding, the ancient machinery is waking up, and our only hope is building weapons from whatever junk we can find. Oh, and Tyler wants to dismantle a horse for spare parts. Welcome back to Numenera, where saving the world requires a little engineering, a lot of questionable judgment, and apparently a working knowledge of French grammar

Oct 19, 2026

What happens when a mysterious cowboy rides out of a deadly desert, introduces himself, and immediately falls off his horse? Naturally, you trust his god, open a door that's been locked for thousands of years, and discover your entire village might be living inside a dead monster. Welcome to Numenera, where the birds are terrifying, the technology is incomprehensible, and Tyler can't roll above a five when it matters. At least Ash gets a pet dinosaur. Things are going great.

Oct 17, 2026

You've slain dragons, defeated liches, and saved the kingdom. But now an NPC is flirting with you, and suddenly everyone at the table is making death saves against awkwardness. Romance in D&D can be terrifying, especially when the GM's idea of flirting involves a Persuasion check and prolonged eye contact. Fortunately, Sebastian Yūe and Friday Strout are here to help us navigate love, relationships, and the delicate art of making imaginary people kiss without making real people uncomfortable. Roll for initiative. No, wait. Roll for chemistry.

Oct 15, 2026

So you've survived character creation in Numenera. Congratulations! Now it's time to level up, rummage through ancient garbage, and build a giant murder robot that might eventually decide you're the problem. What could possibly go wrong? In this episode, we're spending XP, scavenging the ruins of forgotten civilizations, and exploring the joys of community development. Because nothing says heroic adventure quite like spending six months building a machine that might explode, or thirty years constructing a castle. Welcome to the Ninth World, where yesterday's trash is tomorrow's technology, and apparently nobody can agree on how to pronounce a two-by-four.

Oct 12, 2026

Welcome to Numenera, where ancient technology is magic, character creation is an adventure, and Tyler is already looking for something dangerous to invent. This time, Randall walks us through building characters in the Ninth World, where your personality, abilities, and questionable life choices all become part of your character sheet. Ash wants a loyal adventurer. Tyler wants a reckless inventor. Randall just wants everyone to understand the rules before somebody accidentally destroys civilization. Again. VBM.games/rpgbot

See all episodes →