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That’s why you call rolls for no reason, though.
Or trust your players to metagame in the opposite direction, making terrible decisions.
When the low rolling character convinces the high rolling one, that they are seeing things, the real fun begins.
That is one alternative, yes. Needlessly tedious in my opinion, but that’s just my personal taste.
Doesn’t need to be often. Just enough to make them more (or less?) paranoid.
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.
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.
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.
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