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If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?

Oofta

Legend
Yes, exactly.

You are describing 3e/4e "traps", and that's why you're stuck with this "players must use a skill and roll a certain DC to get past my speed bump".

We probably bear some of the responsibility by trying to respond to your descriptions of old-school traps with "goal and method" solutions. Perhaps instead we should have emphasized that we try to avoid sprinkling random, un-signaled traps around.

But instead I'm going to jump right back into the pit...

In the case of your combination lock: you are describing a kind of "gotcha". Without describing how the combination disarms the trap, and saying they must enter the combination, you are precluding any other solution.

But let's say we've got some more specificity to this trap. For example, let's say the combination is to a lock, and if the lock comes off the two glass vials (that when crushed and mixed produce a cloud of poison gas) can be safely removed, then a number of other solutions are possible:
- They could pour acid on the lock (maybe they recently killed an acidic monster)
- They could use magic to transmute the glass vials into steel
- The could use other magic to freeze the components of the vials

Maybe you'd require a skill check on some of those solutions (handling monster acid safely?) maybe not. But the point is that when they propose a method, you can either say, "Awesome. That works." or, if you think the outcome is uncertain, ask for an ability roll with a possible skill proficiency modifier.

And maybe they don't propose any of those ideas, and decide to try to crack the combination. Then, sure, I might call for some kind of check. Maybe straight Intelligence if the Wizard says he is going to use math, or a sleight-of-hand check if the rogue says he is going to see if he can feel the tumblers clicking.

But if you just describe it as "A trap that has a combination that must be entered correctly by rolling 18 or higher on a (something) check to disarm the trap" then, yeah, you aren't really leaving your players any other options. You are describing an unavoidable obstacle/speed bump, and I can see why it feels like "bypassing" it if the players won't play the way you want them to.

Magic can bypass quite a bit, but barring that to me you're just describing how you disarm the trap. So in your example, if someone wanted to use a ray of frost to disable the trap that's great. You've come up with a way to not use thieves tools, give me an arcana check instead to ensure the vials are frozen evenly. I'd say that was using the variant skill rules from the PHB.

But otherwise? You're just describing what the rogue is going to do with their skill check. I don't care if you describe it as putting your ear to the chest to hear the tumblers click as you move the dials.

Well, actually if you describe how you put your ear to the chest to hear the tumblers click I might reward you inspiration because that's kind of a cool way to describe it.
 

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Charlaquin

Goblin Queen (She/Her/Hers)
Oh. Maybe that’s where they got it from.

Yep. A lot of groups are heavily influenced by Critical Role, whether they realize it or not. Somebody sees Matt Mercer do something they think is cool and starts doing it. Then somebody else who doesn’t watch Critical Role sees them do it and decides to start doing it too. Before you know it, “how do you want to do this?” and “you can certainly try” are mainstays of D&D, and most people don’t even realize where they came from.

Side note, that is what the word meme means, not a funny image with a caption. Meme theory is a model of cultural evolution that mirrors biological evolution. A meme is a carrier of cultural information just as a gene is a carrier of biological information, and like genes, memes are copied from one person to the next, and small changes or mutations occasionally occur in the copying, which over time can lead to broader changes. The game telephone is a great example of meme theory in action.
 

Satyrn

First Post
Sorry, the combination was 11/22/WAIT A MINUTE ARE YOU LOOKING AT MY NOTES???? :rant:

No, I did not look at your notes.


And because I'm a world class Truth Teller (there's no one better at telling the truth than me!) so you'll need to make a DC 30 Insight check to verify that yeah, I'm telling the truth.
 

G

Guest 6801328

Guest
Side note, that is what the word meme means, not a funny image with a caption. Meme theory is a model of cultural evolution that mirrors biological evolution. A meme is a carrier of cultural information just as a gene is a carrier of biological information, and like genes, memes are copied from one person to the next, and small changes or mutations occasionally occur in the copying, which over time can lead to broader changes. The game telephone is a great example of meme theory in action.

Dawkins, “The Selfish Gene”

I took expertise in Pedantry and just outrolled you.
 


G

Guest 6801328

Guest
Magic can bypass quite a bit, but barring that to me you're just describing how you disarm the trap. So in your example, if someone wanted to use a ray of frost to disable the trap that's great. You've come up with a way to not use thieves tools, give me an arcana check instead to ensure the vials are frozen evenly. I'd say that was using the variant skill rules from the PHB.

But otherwise? You're just describing what the rogue is going to do with their skill check. I don't care if you describe it as putting your ear to the chest to hear the tumblers click as you move the dials.

Well, actually if you describe how you put your ear to the chest to hear the tumblers click I might reward you inspiration because that's kind of a cool way to describe it.

Fair enough. So if I ever find myself at your table I won’t bother trying to be a creative problem solver. I’ll just say, “I look for traps using Perception”, “I try to get him to give me the info using Intimidation”, “I check to see if he’s lying using Insight”, etc.

Because engaging with the world and coming up with cool, creative solutions won’t actually change anything, right?

And so you may as well not describe the traps. Leave out all that stuff about the glass vials because it won’t make any difference to me. However you describe it I’ll just repeat, “I try to disarm it using Thieves’ Tools.” You can just say “it’s a trap” and I’ll know what to do next.
 

Oofta

Legend
No, I did not look at your notes.


And because I'm a world class Truth Teller (there's no one better at telling the truth than me!) so you'll need to make a DC 30 Insight check to verify that yeah, I'm telling the truth.

Hah! You would only ask for an insight check if there was a reason to! If there was no attempted deception, there would be no reason to call for an insight check, therefore I know you're trying to deceive me! :rant:
 

G

Guest 6801328

Guest
Hah! You would only ask for an insight check if there was a reason to! If there was no attempted deception, there would be no reason to call for an insight check, therefore I know you're trying to deceive me! :rant:

I think Grasshopper has achieved Enlightenment.

(So he's got that going for him. Which is nice.)
 

Oofta

Legend
Fair enough. So if I ever find myself at your table I won’t bother trying to be a creative problem solver. I’ll just say, “I look for traps using Perception”, “I try to get him to give me the info using Intimidation”, “I check to see if he’s lying using Insight”, etc.

Because engaging with the world and coming up with cool, creative solutions won’t actually change anything, right?

And so you may as well not describe the traps. Leave out all that stuff about the glass vials because it won’t make any difference to me. However you describe it I’ll just repeat, “I try to disarm it using Thieves’ Tools.” You can just say “it’s a trap” and I’ll know what to do next.

Most traps are boring. For that matter so are puzzles. Describing exactly how I'm carefully looking at the tenth door that may be trapped is tedious. So while I include traps if they make sense to the story I'd rather not spend any more time on them then necessary.

I do throw in complex traps now and then in which case you use skills to get hints on how to get past it but for the most part I'd rather focus on things I enjoy. Like social encounters, mysteries, grand battles, forging alliances and making enemies, escorting the prince who keeps trying to run away because he's an idiot (or is he charmed, or a doppleganger?) or a thousand other stories I want to tell and share.

If describing in excruciating detail how you disable every trap is what makes the game fun for you then, no, I'm probably not the right DM for you. Fortunately I've always found plenty of people who disagree.
 

pemerton

Legend
There's some interesting stuff in this thread, that I'm still catching up on.

If the DM simply decides that the lie (or any other insight) can't be detected, or that the way the player proposes to accomplish it would automatically fail, then there's no roll.

<snip>

Now, I think DMs should be very sparing with completely undetectable lies (maybe if it's a construct doing the lying or something), but the point is that just because a player proposes a course of action...or wants to "use a skill"...it doesn't entitle him/her to a roll.
To me, this seems highly contextual. If the construct is simply a device for introducing a certain proposition into the fiction as something for the PCs to entertain (so the functional equivalent of eg finding a diary entry, or a carving) then the idea that there is nothing for the PC to discern seems plausible. Depending on context, I might expect an Insight check to be one way of working out that the construct is just reciting pre-established words.

But if the construct is itself an element in a social challenge, and the issue of its truth-telling matters to the resolution of that challenge, then I personally find a GM-fiat no a little railroad-y. (But at some tables perhaps constrcuts can't participate in social challenges, and are really just like Magic Mouth spells?)

if the DM doesn't call for an insight check or if the player is not allowed to ask for one then the players know there was no skill contest. Since there was no skill contest the players now know the NPC was not trying to deceive them.

The consequence of no insight skill check is a confirmation that the NPC is not trying to be deceptive.
This doesn't seem right. If the player doesn't declare any action for his/her PC that would suggest ascertaining the truthfulness (or otherwise) of the NPC, then how can the player infer that the NPC was telling the truth from the fact that no check was called for?

Well let's talk about three possibilities with my jewel heist scenario.
1) The shopkeeper is really telling the truth and is not particularly nervous or agitated.
2) The shopkeeper is the thief but is not any good at deception.
3) The shopkeeper is the jewel thief but he's really good at deception

<snip>

In my games the players not be able to distinguish between scenarios 1 and 3 without using a skill.
OK, but (a) don't they have to declare some action to trigger the skill check?

First, this isn't a parody. I honestly want to understand what you would do. I still don't get why there couldn't be a dialog where the PCs are questioning the shopkeeper but since you refuse to give an example of what the dialog would look like I give up.

I don't want to put words into your mouth but since you refuse to give a concrete example, I'm assuming something like:

DM/shopkeeper "So I locked up the store as usual, set the normal traps and went upstairs to bed."
Player: "You sleep above the shop?"
DM/shopkeeper: "Yes, it's part of the compensation, and I'm single so it works well for me."
Player: "So no witness and you didn't hear anything at all during the night."
DM/shopkeeper: "No witnesses and no I didn't hear anything. But this building is very solidly built for a reason."
Player: "And there was no sign of forced entry, the traps were still set."
DM/shopkeeper: "That's right. In fact the traps are supposed to ward against magical entry as well."
Player: "I don't believe him, I think he's hiding something."
DM: "He's telling the truth"​

This to me would ruin all the mystery of a who-dunnit like this. No thanks. The shopkeeper should be a primary suspect. The reason to ask for an insight check is to maintain that air of mystery and doubt. The shopkeeper is less likely to be involved, but there's no way to be certain.
I have trouble following this - how does an Insight cjeck maintain mystery and doubt? Only if you don't tell the players whether or not the check succeeds - but in that case, what is the check adding to the game? I mean, the player can be uncertain if no check is made.

In my game, if there shopkeeper is telling the truth then I want this to become clear so that play moves on to something more interesting.

if i put say a "medical mystery" like say to remove curse or a "murder mystery" into my games and the players tell me, my character wants to investigate it but i do not want to play thru that stuff, can we resolve it by checks" i am pretty much okay with that.
What some people refuse to accept or acknowledge is that finding/removing traps descriptively is boring for a lot of people. They may have focused their limited options on being the greatest trap finder/remover they can be so they want to be rewarded by using the skill now and then.
there are times when the group just doesn't care about certain aspects of the game. If they'd rather have some hireling go off to gather info while they have a dart throwing contest why would I care? All I care about is that they're engaged and having fun.
These posts make it seem like the function of the checks is to "skip the boring bits". Although, as per the discussion of Insight checks maintaining mystery, it's not clear exactly how this will work if players aren't told whether or not their checks succeed.

The problem with your assertion here is that this happens pretty much only when the interaction is trivial or unimportant. If it's a crux moment in the game, I'm very unlikely to determine there's no consequence for failure (it's a crux moment) or that there's no uncertainty.
This reads like, or at least fairly similarly to, "say 'yes' or roll the dice". That's a methodology that used to be extremely controversial on these boards.

It's also my preferred way to deal with "boring bits", or bits where nothing significant is at stake. Let's cut to something everyone's interested in!

I find it ironic that the "goal and method" approach is derided as some kind of DM power trip, but I see this as taking over the poor guy's character and roleplaying for him. If I'm going to subject him to the whim of the dice, I'm at least going to give him the courtesy of letting him narrate his own failures.
My own preference in action resolution - which goes with "say 'yes' or roll the dice" - is that on a success it's the player's narration that becomes part of the shared fiction, and on a failure it's the GM's narration of the consequences that becomes part of the shared fiction.

The overall idea is that (1) we establish something that both GM and player are invested in; (2) the check to find out what happens is framed and made; (3) on a success it goes as the player wants, on a failure as the GM thinks will step up the pressure.

In your example of player narration you have the player narrating the moss that his PC slipped on, but don't elaborate on what the consequences of failure are or who establishes those. If by "player narrating own failure" you're talking more about what form the immediate event of failing takes, rather than what flows from it, then I'd see that as a shared GM/player/table thing.
 

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