Say the party's wizard suspects an NPC of hiding something, and when casting Detect Magic, they notice no auras or magic surrounding the person. The wizard is CERTAIN there is something off, perhaps some illusion magic is hiding the NPC's true nature, such as Nystul's Magic Aura. When the NPC is unaware, they cast Dispel Magic on them. Now let's say the NPC is indeed under magical effects, but they are a higher level than the wizard's casting of Dispel Magic. They would need to make an ability check to dispel each higher-level effect but what if you (the DM) didn't want the player's to meta (either because you don't trust them, which is another issue, or it is a major plot point and don't want to influence their actions)?
How would you handle ability checks when the very act of calling for a roll may tip the players off? This could go for other things such as the good old "Go ahead and make a Perception check for me", but the example I've provided implies that the chance for meta-gaming (intentional or unintentional) is high.
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Reality is more amazing than we are often led to believe.
One option is to pre-roll some d20s and record the results. Use those values and the appropriate modifiers to determine the outcome without tipping off your players. Mark off the values used.
Alternatively, make a standing rule that you will ask players to roll some number of times when casting spells like Dispel Magic, whether or not it is necessary.
Additionally, as in the case of a perception check, you can ask a player to roll a d20 and not tell them why. As long as you have access to their skill modifiers, you can do the math yourself.
Specifically for dispel magic, you can ask first of the player at which level spell slot they wish to cast it (possibly making an ability check moot).
Also as Memnosyne mentioned, be blunt up front to indicate that you may also request an ability check and to clear about your reasonings why and that it is not specifically because there IS some sort of higher spell to dispel but only because there MIGHT be and that you want to nix off potential for a player's meta assumptions by asking for such roll only as a mechanical possibility. Then everyones on the same page, and if a player wishes to read more into that than you have outlined, well that's on them. Then, adjudicate the results one way or the other as normal.
I agree with the options above: either ask for a random d20 roll in another context or ask if they want to upcast.
Even if 3rd level does dispel something, it's probably worth it to get into the habit of asking the caster what level they want to cast it at anyway, just so they aren't tipped off every single time. They may end up blowing a 5th level Dispel on a simple Darkness spell, but them's the breaks sometimes. Also, if a caster has access to higher level spell slots, it's perfectly legitimate for a DM to inquire if they're upcasting a spell that has additional features at higher levels. And, if all else fails, you can use the old standby, "It's just for my notes."
There are several options. The first is to add ability checks and saves at random points in the adventure that do nothing. It is only a few extra die rolls but this way the players do not know whether there is significance to the die roll or not. This also goes for having the party rolling initiative. Sometimes have them roll initiative for non-combat encounters so that each player gets to contribute on their turn and so that the players don't automatically kill things when initiative is rolled before any immediate signs of conflict. e.g. have them roll a d20 every time they cast dispel magic or counterspell whether it will be automatically successful or not.
I've used both of the above and it does help reduce meta gaming.
However, you are the DM, you are in charge, and it is up to you to fairly balance and adjudicate the player actions without giving away the plot or giving the players more information than they should have. Trust is an implicit part of the player-DM relationship. If the players can't trust you to fairly roll dice to resolve situations then there is already a problem. The simple answer in this case is that the player specifies the spell and level they are casting and the DM rolls the d20 (if one is needed) without letting the player know that anything was rolled. The players should trust the DM to not cheat the die roll. I implicitly trust the DM to make any die rolls for my character that need to be made in order to support the narrative and not let the players have meta game information they shouldn't have. If needed, discuss this in session 0 so all the players are aware that the DM will occasionally roll dice to resolve character actions on behalf of the characters.
Finally, in the scenario you describe the wizard is extremely suspicious of this one NPC. They think there is something wrong with them even though nothing shows with dispel magic and they are even willing to expend a higher level spell slot casting dispel magic in order to make sure.
My first question though is why is the wizard so suspicious?
...is the character paranoid? Has the player been playing the character as hyper-suspicious of every NPC encountered to the extent that they will cast detect magic and dispel magic on every NPC that plays a significant role? If so - then fine, the wizard is playing in character and the character is paranoid - they should probably have cast these spells on the party already just to be sure of them too.
...did the NPC do or say something that the wizard could reasonably interpret as suspicious? Something so significant that it requires detect magic and dispel magic to be cast? What in game motivation does the wizard character have for their suspicions?
...or is the player metagaming? The player may have picked up on how the DM introduced the character? They may read a lot of fantasy or science fiction and have jumped ahead in the plot with a suspicion (as a player) that there is likely something wrong with this NPC since it would fit a cool plot line idea. The players are just as capable of projecting the plot line of a game as the DM is of creating it - folks do this all the time when watching TV shows, having a decent idea of who the villain is or what plot twists are likely to happen long before they develop on screen. Players applying the same skill to D&D are often able to come up with some version of the plot ahead of time - it might not be exactly correct but it could be close. Anyway, if the character action is being motivated by player metagaming, you need to chat to the player and ask them why the character wants to take this action ... are they paranoid? What did the character SEE that would make them so suspicious? I would then still resolve the character actions as described but use it as a learning tool to divide player knowledge from character knowledge ... the characters have likely not read lots of fantasy fiction and thus be familiar with how plots in heroic fiction often run.
Very very little is hidden on my table, I might roll some checks in secret, usually stealth or perception of NPCs, but I would say 90% of what I do I am open about.
My players are really good at separating what they know and what the character knows. Regularity players will roll a one and have there characters carry in regardless, or they might see me roll for something but will not let the character act like they know. The game has got so much better since I effectively moved to rolling in front of the dm screen. Of course I still roll dice at random, but now the players are the roll and can get worried :)
The key is really consistency: if knowing what they rolled would influence the player's decision making, you should make the roll for them, whether or not there's actually something there to discover.
Ask for a number of checks every single time they cast the spell, regardless of how many effects (if any) there are.
GM: OK, you've just cast dispel magic. Give me your 6 ability checks please.
In this particular case, however, it might go something like the following. :-)
GM: The NPC sees and hears you start casting (after all, you are within 60 feet and in line of sight). They counterspell your spell and then start casting their own spell. What do you do?
Say the party's wizard suspects an NPC of hiding something, and when casting Detect Magic, they notice no auras or magic surrounding the person. The wizard is CERTAIN there is something off, perhaps some illusion magic is hiding the NPC's true nature, such as Nystul's Magic Aura. When the NPC is unaware, they cast Dispel Magic on them. Now let's say the NPC is indeed under magical effects, but they are a higher level than the wizard's casting of Dispel Magic. They would need to make an ability check to dispel each higher-level effect but what if you (the DM) didn't want the player's to meta (either because you don't trust them, which is another issue, or it is a major plot point and don't want to influence their actions)?
How would you handle ability checks when the very act of calling for a roll may tip the players off? This could go for other things such as the good old "Go ahead and make a Perception check for me", but the example I've provided implies that the chance for meta-gaming (intentional or unintentional) is high.
Reality is more amazing than we are often led to believe.
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One option is to pre-roll some d20s and record the results. Use those values and the appropriate modifiers to determine the outcome without tipping off your players. Mark off the values used.
Alternatively, make a standing rule that you will ask players to roll some number of times when casting spells like Dispel Magic, whether or not it is necessary.
Additionally, as in the case of a perception check, you can ask a player to roll a d20 and not tell them why. As long as you have access to their skill modifiers, you can do the math yourself.
Specifically for dispel magic, you can ask first of the player at which level spell slot they wish to cast it (possibly making an ability check moot).
Also as Memnosyne mentioned, be blunt up front to indicate that you may also request an ability check and to clear about your reasonings why and that it is not specifically because there IS some sort of higher spell to dispel but only because there MIGHT be and that you want to nix off potential for a player's meta assumptions by asking for such roll only as a mechanical possibility. Then everyones on the same page, and if a player wishes to read more into that than you have outlined, well that's on them. Then, adjudicate the results one way or the other as normal.
Boldly go
I agree with the options above: either ask for a random d20 roll in another context or ask if they want to upcast.
Even if 3rd level does dispel something, it's probably worth it to get into the habit of asking the caster what level they want to cast it at anyway, just so they aren't tipped off every single time. They may end up blowing a 5th level Dispel on a simple Darkness spell, but them's the breaks sometimes. Also, if a caster has access to higher level spell slots, it's perfectly legitimate for a DM to inquire if they're upcasting a spell that has additional features at higher levels. And, if all else fails, you can use the old standby, "It's just for my notes."
There are several options. The first is to add ability checks and saves at random points in the adventure that do nothing. It is only a few extra die rolls but this way the players do not know whether there is significance to the die roll or not. This also goes for having the party rolling initiative. Sometimes have them roll initiative for non-combat encounters so that each player gets to contribute on their turn and so that the players don't automatically kill things when initiative is rolled before any immediate signs of conflict. e.g. have them roll a d20 every time they cast dispel magic or counterspell whether it will be automatically successful or not.
I've used both of the above and it does help reduce meta gaming.
However, you are the DM, you are in charge, and it is up to you to fairly balance and adjudicate the player actions without giving away the plot or giving the players more information than they should have. Trust is an implicit part of the player-DM relationship. If the players can't trust you to fairly roll dice to resolve situations then there is already a problem. The simple answer in this case is that the player specifies the spell and level they are casting and the DM rolls the d20 (if one is needed) without letting the player know that anything was rolled. The players should trust the DM to not cheat the die roll. I implicitly trust the DM to make any die rolls for my character that need to be made in order to support the narrative and not let the players have meta game information they shouldn't have. If needed, discuss this in session 0 so all the players are aware that the DM will occasionally roll dice to resolve character actions on behalf of the characters.
Finally, in the scenario you describe the wizard is extremely suspicious of this one NPC. They think there is something wrong with them even though nothing shows with dispel magic and they are even willing to expend a higher level spell slot casting dispel magic in order to make sure.
My first question though is why is the wizard so suspicious?
...is the character paranoid? Has the player been playing the character as hyper-suspicious of every NPC encountered to the extent that they will cast detect magic and dispel magic on every NPC that plays a significant role? If so - then fine, the wizard is playing in character and the character is paranoid - they should probably have cast these spells on the party already just to be sure of them too.
...did the NPC do or say something that the wizard could reasonably interpret as suspicious? Something so significant that it requires detect magic and dispel magic to be cast? What in game motivation does the wizard character have for their suspicions?
...or is the player metagaming? The player may have picked up on how the DM introduced the character? They may read a lot of fantasy or science fiction and have jumped ahead in the plot with a suspicion (as a player) that there is likely something wrong with this NPC since it would fit a cool plot line idea. The players are just as capable of projecting the plot line of a game as the DM is of creating it - folks do this all the time when watching TV shows, having a decent idea of who the villain is or what plot twists are likely to happen long before they develop on screen. Players applying the same skill to D&D are often able to come up with some version of the plot ahead of time - it might not be exactly correct but it could be close. Anyway, if the character action is being motivated by player metagaming, you need to chat to the player and ask them why the character wants to take this action ... are they paranoid? What did the character SEE that would make them so suspicious? I would then still resolve the character actions as described but use it as a learning tool to divide player knowledge from character knowledge ... the characters have likely not read lots of fantasy fiction and thus be familiar with how plots in heroic fiction often run.
Very very little is hidden on my table, I might roll some checks in secret, usually stealth or perception of NPCs, but I would say 90% of what I do I am open about.
My players are really good at separating what they know and what the character knows. Regularity players will roll a one and have there characters carry in regardless, or they might see me roll for something but will not let the character act like they know. The game has got so much better since I effectively moved to rolling in front of the dm screen. Of course I still roll dice at random, but now the players are the roll and can get worried :)
The key is really consistency: if knowing what they rolled would influence the player's decision making, you should make the roll for them, whether or not there's actually something there to discover.
Ask for a number of checks every single time they cast the spell, regardless of how many effects (if any) there are.
GM: OK, you've just cast dispel magic. Give me your 6 ability checks please.
In this particular case, however, it might go something like the following. :-)
GM: The NPC sees and hears you start casting (after all, you are within 60 feet and in line of sight). They counterspell your spell and then start casting their own spell. What do you do?