DanDare2050
Mongoose
In Traveler 2300 there is defined "uncertain tasks". The player rolls some dice and so does the GM. The GM's roll is kept secret. A combination of the two rolls ends up with the GM giving the player the truth, some truth or no truth. In general I found the idea didn't work because of the implementation about telling truth.
Here is what I found to be a better way to go:
Uncertain Skill Checks
This is a skill check where the character cannot always be certain that they have succeeded.
[edit for clarity]
A skill check involves 2 d6, a boon or bane d6 and a modifier.
For uncertain tasks the game master rolls one of the d6 check dice in secret, the player rolls the other d6 check dice openly. The actual result is calculated normally by the GM, adding the GM's secret dice to the players open dice along with any modifiers. The result is a success or failure in the normal way but the player only has their dice roll and modifiers to give them a clue.
A boon or bane is rolled openly by the player but again the player does not know how it is actually applied because they cannot see the GM's secret dice roll.
Use Cases
When the character is doing something like repairs. They don't know for sure if the repairs actually succeeded. Even if they roll a 6 with no modifiers then the GM may have rolled a 1, and their repairs failed. The truth may be found by testing the repair (A second uncertain task - diagnosis). However if it was a failure the GM may only have it show up later. Similarly for medical intervention or surgery, or for constructing a mechanical device, building a brick wall or a bridge and so on.
When the character is trying to search for something. The target may or may not actually be present. If it is present and the check is a success then they find it. Otherwise they don't find what they are looking for but don't know if its just not there or they failed. If there is more than one of the searched for thing they will only find one on a success unless they are grouped together. Similarly with trying to spot an ambush or notice "something interesting".
When the character is trying to gather some information. If the information is to be found where the character is looking, then they may be given the information, part of the information, misleading information or no information. On a success with effect +1 or more the information is given. Effect 0 gives partial information. Effect -1 gives misleading information. Effect -2 or worse gives no information. If there is no information to be found where the character is looking then success gives the character knowledge the information is not present. Failure gives no information.
When the character is trying to do a diagnosis. The character is trying to find the nature of something by examining it. Success will give the character accurate information. Failure with effect -1 will give the character no information. Failure with effect -2 or worse will give false information.
Here is what I found to be a better way to go:
Uncertain Skill Checks
This is a skill check where the character cannot always be certain that they have succeeded.
[edit for clarity]
A skill check involves 2 d6, a boon or bane d6 and a modifier.
For uncertain tasks the game master rolls one of the d6 check dice in secret, the player rolls the other d6 check dice openly. The actual result is calculated normally by the GM, adding the GM's secret dice to the players open dice along with any modifiers. The result is a success or failure in the normal way but the player only has their dice roll and modifiers to give them a clue.
A boon or bane is rolled openly by the player but again the player does not know how it is actually applied because they cannot see the GM's secret dice roll.
Use Cases
When the character is doing something like repairs. They don't know for sure if the repairs actually succeeded. Even if they roll a 6 with no modifiers then the GM may have rolled a 1, and their repairs failed. The truth may be found by testing the repair (A second uncertain task - diagnosis). However if it was a failure the GM may only have it show up later. Similarly for medical intervention or surgery, or for constructing a mechanical device, building a brick wall or a bridge and so on.
When the character is trying to search for something. The target may or may not actually be present. If it is present and the check is a success then they find it. Otherwise they don't find what they are looking for but don't know if its just not there or they failed. If there is more than one of the searched for thing they will only find one on a success unless they are grouped together. Similarly with trying to spot an ambush or notice "something interesting".
When the character is trying to gather some information. If the information is to be found where the character is looking, then they may be given the information, part of the information, misleading information or no information. On a success with effect +1 or more the information is given. Effect 0 gives partial information. Effect -1 gives misleading information. Effect -2 or worse gives no information. If there is no information to be found where the character is looking then success gives the character knowledge the information is not present. Failure gives no information.
When the character is trying to do a diagnosis. The character is trying to find the nature of something by examining it. Success will give the character accurate information. Failure with effect -1 will give the character no information. Failure with effect -2 or worse will give false information.