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If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
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<blockquote data-quote="pemerton" data-source="post: 7589591" data-attributes="member: 42582"><p>This brings out different approaches to establishing and using the setting background and details.</p><p></p><p>Generally in my games the setting is rather loosely established at the start of play, and gets filled in by the players and GM as we go along. Often a player doesn't need to make a check to attribute some knowledge to his/her PC: s/he just does it. When a check is required because the stakes are significant, then generally what is at stake is whether the truth is X (which is what the player and PC are hoping) or Y (which is something that tends to dash those hopes).</p><p></p><p>In my Classic Traveller game I also sometimes use Education checks to help establish framing. An example to show what I mean by this is the following: the PCs were intercepting some coded signals between a surface base and a satellite, and recognised the code as an Imperial Navy one. (I can't now remember how that part of the fiction was established.) Two of the PCs are former Imperial Navy crew members, and so I allowed an EDU roll to see if they knew the code; neither did. This meant that the players had to declare their actions ignorant of what was in the transmissions (although from context they could make some guesses). Had the checks succeeded then I would have had to make up the precise details of the messages (doing my own extrapolation from context) and that would then have been an element in the framing of the situation. Succeeding or failing on the EDU check doesn't make things any easier or harder, but changes the flavour of the ingame situation. I see that as one manifestation of the role of dice rolls in Traveller!</p><p></p><p>But I wouldn't use this approach in (say) 4e D&D. An attempt to decode a message would be a move in a skill challenge, and so a player-declared action which (if it fails) would produce an adverse development in the fiction.</p><p></p><p>Given 5e's "big tent" aspirations, I would expect there to be different approaches taken at different tables to how setting and details are established, whether lore checks feed into this or rather take it as input, whether provision of information is part of framing or an affirmative advantage, etc.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7589591, member: 42582"] This brings out different approaches to establishing and using the setting background and details. Generally in my games the setting is rather loosely established at the start of play, and gets filled in by the players and GM as we go along. Often a player doesn't need to make a check to attribute some knowledge to his/her PC: s/he just does it. When a check is required because the stakes are significant, then generally what is at stake is whether the truth is X (which is what the player and PC are hoping) or Y (which is something that tends to dash those hopes). In my Classic Traveller game I also sometimes use Education checks to help establish framing. An example to show what I mean by this is the following: the PCs were intercepting some coded signals between a surface base and a satellite, and recognised the code as an Imperial Navy one. (I can't now remember how that part of the fiction was established.) Two of the PCs are former Imperial Navy crew members, and so I allowed an EDU roll to see if they knew the code; neither did. This meant that the players had to declare their actions ignorant of what was in the transmissions (although from context they could make some guesses). Had the checks succeeded then I would have had to make up the precise details of the messages (doing my own extrapolation from context) and that would then have been an element in the framing of the situation. Succeeding or failing on the EDU check doesn't make things any easier or harder, but changes the flavour of the ingame situation. I see that as one manifestation of the role of dice rolls in Traveller! But I wouldn't use this approach in (say) 4e D&D. An attempt to decode a message would be a move in a skill challenge, and so a player-declared action which (if it fails) would produce an adverse development in the fiction. Given 5e's "big tent" aspirations, I would expect there to be different approaches taken at different tables to how setting and details are established, whether lore checks feed into this or rather take it as input, whether provision of information is part of framing or an affirmative advantage, etc. [/QUOTE]
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If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
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