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

Charlaquin

Goblin Queen (She/Her/Hers)
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 thought that too, until I played under a DM who used the “middle path” method of action resolution. Turned out, the reason I felt that way was because I was subconsciously registering the fact that my choices didn’t matter. I could describe my attempts to disarm the trap any way I wanted, but at the end of the day, it was going to result in a DC 15 check no matter what I said. The most I could hope to do was convince the DM to let me roll Arcana instead of Thieves’ Tools, or get Inspiration if he thought my idea was cool. So I got bored of coming up with clever ways to try to disarm the trap that didn’t actually matter anyway. I started just announcing which skill I wanted to use to make the DC 15 check that I had no choice but to make, which if anything was actually less interesting, but at least it went by faster. I thought I hated traps because of this.

With the “middle path” adjudication style, it’s different. My choices actually mattered. Depending on how I wanted to go about dealing with the trap, I might not only get a say in what skill I got to roll, I might not even need to roll. An idea that seemed like it would work might just work. And when I did need to make a check, it was tense! I knew my method might work, but it also might blow up in my face, and I had to seriously consider if it was worth the risk, or if I should try coming up with a safer approach. Suddenly my character’s fate was in my hands, instead of just the result of an arbitrary dice roll. Suddenly I wasn’t just thinking about which skill I had the highest bonus with, I was thinking about how my character might go about it. I wasn’t just asking myself if I should take the risk, I was asking myself “would Sathe take that risk?” I was roleplaying! Imagine that, disarming a boring old trap wasn’t just a speed bump any more, it was an opportunity to roleplay, to make choices as I thought my character would, and to have those choices actually matter!

Also, just an observation here:
  • Why is finding/disabling the once in a blue moon trap/secret door with a couple of dice rolls a deal breaker for you if you aren't the person doing it and it takes a minute or so to resolve?
Describing exactly how I'm carefully looking at the tenth door that may be trapped is tedious.

Why are traps once in a blue moon under your method and ten times in a row under the “middle path” method? Are you under the impression that traps are significantly more common under the “middle path” method as a matter of course?
 
Last edited:

log in or register to remove this ad

pemerton

Legend
One thing I don't believe you have answered, Hussar, is my hypothetical scenario about the players that just want to sit in the tavern...in the sense that they don't actually narrate where they go and who they talk to and what they search...and just want to roll Investigation to solve the mystery without having to describe any actions on their part. I'm intentionally choosing an extreme case, of course, but that seems to fit the description of how you play: you aren't requiring the players to figure out likely leads, you are letting their characters do it.
This seems to raise questions like (1) Who at the table gets to frame scenes, and decide what "the action" is?, and (2) How are action declarations able to be framed?

For instance, if the GM has authority over framing scenes, then it seems that the players won't be able just to have their PCs sit around in a tavern.

And if the PCs are sitting in a tavern, what sorts of Investigation checks can they declare? Or, more generally, what sorts of actions can they declare? In [MENTION=22779]Hussar[/MENTION]'s example, the PCs were engaging with their connections/factions, which seems to fit with being physically located in a tavern etc.

In some systems, the fiction-derived constraints on action declaration are less strict than is typical for D&D - eg in Marvel Heroic RP, during a transition scene a player can spend player-side resources to generate (what is called) a skill-derived Resource, without having to "play through" the process of generating that Resource. For instance, a player whose PC has Covert specialisation can spend the requisite player-side resources to generate (say) information from a contact as a Resource, without having to play through the rendez-vous, debriefing etc of that contact.

Traditionally, D&D hasn't had the right framework to support this sort of thing, although I imagine the 5e "downtime" framework could be adapted to it.

To me, the game is playing out the scenario, not playing out the mechanics.

I think this sentiment may inform how some people felt about 4E skill challenges. Some felt that it came down to just racking up points irrespective of what was going on in the game world. While some felt the process existed independently and you hang the in-game stuff on that structure.
I see a skill challenge as similar in general character (not precise detail) to an extended contest in HeroWars/Quest, a Duel of Wits in Burning Wheel, and similar. The checks are framed relative to the fiction, and the consequences of each check change the fiction against which the next check is framed: if a player can't explain how s/he is engaging with the fiction (via his/her PC), then the check isn't properly framed. But the success/fail results (of each check, and of the challenge overall) establish constraints on what sort of fiction can be narrated.
 

Oofta

Legend
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.

Which is perfectly fine from a narrative perspective. A lot of cop shows for example are not really about the mystery because the audience knows who dunnit because they saw it happening. It's about how the detectives figure it out and enjoying that process. I prefer keeping the players guessing just as much as the PCs should be guessing because there is no way to know 100% if someone is telling the truth or lying without concrete evidence. Not even meta-game knowledge.
 

G

Guest 6801328

Guest
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.

Ok, so you think that traps are boring, even with the playstyle you espouse so strongly.

And a bunch of us are here saying, "We used to think so, too! But after years of D&D we've adopted a new approach that encourages creative problem solving and roleplaying, and now we have fewer traps but they're more fun!"

And no part of you, no tiny corner of your mind, is thinking, "Hmm...maybe I should be open to this?"
 

Oofta

Legend
I thought that too, until I played under a DM who used the “middle path” method of action resolution.

All I can say is that I first encountered what you're terming "middle path" long, long before it was a term. As in back in the 80s. I didn't like it then and I still don't. Different people play for different reasons, not every DM is going to be a good fit for every player.

Choices matter in my campaign and can have world-altering consequences. I have people on the edge of their seats engaged on a reasonably regular basis. I just don't like bypassing skills by having players describing how they're freezing the acid vials.

Much like how some people like sushi, it's not a question of whether I've tried it or not. I tried it, it wasn't for me.
 

5ekyu

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

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?)

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?

OK, but (a) don't they have to declare some action to trigger the skill check?

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.



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.

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!

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.
"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."

An attempt is made, s roll is made (possibly with advantage if the effort warrants it by bringing in beneficial things other than what normally comes with the effort) and what happens as z redult is narrsted.

A Perhaps, you get a status quo, nothing changes.
Perhaps you get some positive gains with additional noticable drawbacks as well.
C Perhaps you get some positive gains without any noticable drawbacks.

Note that in my gsme you also get included in the narrative a degree of confidence worked in. That may or may not tie in with the ABC result.

A shows pretty much a fail.
B shows a partial success partial success with hidden setback or a success outright.
C shows either a fail with progress and hidden setback or an outright success.

But as you can see, of the three cases two give you something new to work with, a positive change and possibly a negative change. The good news is, even a negative chsange can lead to positive results or even a fail.

Consider, if an attempt to treat a disease fails in spite of a high confidence effort, the player knows and the character knows "oh crap, I need to go another route." (Just like a player missing on a to-hit roll of 19 realizes he has an attack roll problem and shifts to other options.)
So, maybe they bring up the spells for cures.

If my failed interrogations leads to still being suspicious, but not conclusive, maybe I move to searches or leverage? Maybe my failed intimidation leads z shopkerp to call the attempt in and thugs come to us... clues-with-feet.

As I often tell my players, often as not, what is bring contested is control of events. More often when the pcs succeed they dictate results and to varying degrees the aftermath. When they fail, others do - often in ways not too favorable.
 

G

Guest 6801328

Guest
All I can say is that I first encountered what you're terming "middle path" long, long before it was a term. As in back in the 80s.

Considering that you have consistently...throughout this entire thread...mischaracterized it and (apparently) misunderstood what we have been saying, I'm skeptical.

But so be it. You seem to like the way you interpret the rules, so game on.
 

Oofta

Legend
Ok, so you think that traps are boring, even with the playstyle you espouse so strongly.

And a bunch of us are here saying, "We used to think so, too! But after years of D&D we've adopted a new approach that encourages creative problem solving and roleplaying, and now we have fewer traps but they're more fun!"

And no part of you, no tiny corner of your mind, is thinking, "Hmm...maybe I should be open to this?"

You sound just like all my friends who who are always saying "But you just haven't tried good sushi." My food preferences have grown since I was a kid growing up on the farm, but I still like my fish cooked.
 

Oofta

Legend
Considering that you have consistently...throughout this entire thread...mischaracterized it and (apparently) misunderstood what we have been saying, I'm skeptical.

But so be it. You seem to like the way you interpret the rules, so game on.

You just gave an example of how someone could disable a trap by freezing vials of acid therefore not needing to do a skill check. I think that's using player skill instead of PC skill to overcome an obstacle. I don't see how what I've stated as my preference mischaracterizes anything.
 

5ekyu

Hero
All I can say is that I first encountered what you're terming "middle path" long, long before it was a term. As in back in the 80s. I didn't like it then and I still don't. Different people play for different reasons, not every DM is going to be a good fit for every player.

Choices matter in my campaign and can have world-altering consequences. I have people on the edge of their seats engaged on a reasonably regular basis. I just don't like bypassing skills by having players describing how they're freezing the acid vials.

Much like how some people like sushi, it's not a question of whether I've tried it or not. I tried it, it wasn't for me.
Yeah, I dont get how it seems that suddenly there are a lot of folks thinking DnD 5e is going all these "new things". I see it more on facebook than here. There I assume it's the large influx of new folks who haven't seen RPGs go thru multiple evolutionary cycles since 1980.

But, I would say that what I call the middle path and what I see the DMG middle path as (and the host of actual rules) is a wee bit different from what others are claiming and yeah, both those and lots in between have been around from way way way before 5e.

In my games, the vast majority of challenges that matter are determined by character skills vs DC determined stages(checks or auto), with action choices bring the primary driver of both direction and ways to bring advantage, disadvantage and so forth. The choice to heal your rogue or try hold person will likely have major outcome impact.
 

Remove ads

Top