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<blockquote data-quote="Ovinomancer" data-source="post: 7497342" data-attributes="member: 16814"><p>To answer both, a failure causes a setback with that NPC -- they become angry at the PCs, or become violent, or refuse to help the PCs, or increase the DC of future checks against them. The consequences are based on the situation, but should obviously flow from the NPC reaction to a botched attempt to probe for information.</p><p></p><p>This is aided by not withholding information. If the NPC is nervous, describe that without a check. The PC should be declaring actions to find out why, not to find out the NPC is nervous to begin with. "Don't pixel-bitch" is great advice. If your players are suddenly suspicious of everyone after playing for a while, the problem is that you keep trying to screw them and they've noticed.</p><p></p><p>In general, if you're requiring a roll, that roll should be because the outcome is uncertain AND there is a cost for failure. If either of these doesn't pertain, don't call for a roll (or allow one). The cost should pertain to the situation and attempted action, but it should also be palpable to the players, not something that waits until much later and is dissociated from the events.</p><p></p><p>I strongly recommend ditching subtlety and going the overact and overtell routes.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7497342, member: 16814"] To answer both, a failure causes a setback with that NPC -- they become angry at the PCs, or become violent, or refuse to help the PCs, or increase the DC of future checks against them. The consequences are based on the situation, but should obviously flow from the NPC reaction to a botched attempt to probe for information. This is aided by not withholding information. If the NPC is nervous, describe that without a check. The PC should be declaring actions to find out why, not to find out the NPC is nervous to begin with. "Don't pixel-bitch" is great advice. If your players are suddenly suspicious of everyone after playing for a while, the problem is that you keep trying to screw them and they've noticed. In general, if you're requiring a roll, that roll should be because the outcome is uncertain AND there is a cost for failure. If either of these doesn't pertain, don't call for a roll (or allow one). The cost should pertain to the situation and attempted action, but it should also be palpable to the players, not something that waits until much later and is dissociated from the events. I strongly recommend ditching subtlety and going the overact and overtell routes. [/QUOTE]
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