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General Tabletop Discussion
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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="5ekyu" data-source="post: 7595504" data-attributes="member: 6919838"><p>A lot here depends on gameplay and GM. </p><p></p><p>But first, the actual rules.</p><p></p><p>DMG tules 5ebon social skills once you get down to the nuts and bolts...</p><p>Friendly (your sympathetic or inclined to hrlp) does the task if it involves no risk or harm on DC zero. Thry might even risk serious danger on a 20.</p><p>Indifferent (neither for or against you) does the request on DC 10. (Not the 15 you seemed to imply above)</p><p>Hostile creatures basically wont help except in a 20+</p><p></p><p>So...</p><p></p><p></p><p>For someone who is neutral, neither inclined to help or against the idea, thats more like 50/50ish DC 10 and there just a simple appeal gets you that. But a more robust approach, using something to again advantage like prior actions to call on, or bring able to bribe or offer favors they want - a definition case for advantage.</p><p></p><p>There was dome annoying movie thing where someone "thought" they were bring " persuasive by just repeating "do it" over and over when asking favors and told "no" and the idea that a character is bad because their basic little yo no effort is 50/50 in neutral circumstances feels like that.</p><p></p><p>So, really, what the game system puts forth is that an "average guy" with no exceptional skill or aptitude at socisl-fu can get some friendly towards or who would rather see them succeed them to help almost all the time unless there is some risk to them in which case that gets worse 50% if risk is minor, down to 5% if major.</p><p></p><p>That some guy dealing with someone who just foesnt care - 50/50-ish if no risk (yeah pretty much textbook indifferent) but slim odds if it requires risk. </p><p></p><p>But these are your head-on - work a bit harder and gain advsntage on the roll - get support from someone they do like, build past relationship, play off your rep etc etc etc - those odds shift bigly in your favor.</p><p></p><p>But, like I said, if your gm basically throws a 5 to 10 point swing against you by default and/or advantage is out of the question- then maybe social-fu is well worth its investment.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7595504, member: 6919838"] A lot here depends on gameplay and GM. But first, the actual rules. DMG tules 5ebon social skills once you get down to the nuts and bolts... Friendly (your sympathetic or inclined to hrlp) does the task if it involves no risk or harm on DC zero. Thry might even risk serious danger on a 20. Indifferent (neither for or against you) does the request on DC 10. (Not the 15 you seemed to imply above) Hostile creatures basically wont help except in a 20+ So... For someone who is neutral, neither inclined to help or against the idea, thats more like 50/50ish DC 10 and there just a simple appeal gets you that. But a more robust approach, using something to again advantage like prior actions to call on, or bring able to bribe or offer favors they want - a definition case for advantage. There was dome annoying movie thing where someone "thought" they were bring " persuasive by just repeating "do it" over and over when asking favors and told "no" and the idea that a character is bad because their basic little yo no effort is 50/50 in neutral circumstances feels like that. So, really, what the game system puts forth is that an "average guy" with no exceptional skill or aptitude at socisl-fu can get some friendly towards or who would rather see them succeed them to help almost all the time unless there is some risk to them in which case that gets worse 50% if risk is minor, down to 5% if major. That some guy dealing with someone who just foesnt care - 50/50-ish if no risk (yeah pretty much textbook indifferent) but slim odds if it requires risk. But these are your head-on - work a bit harder and gain advsntage on the roll - get support from someone they do like, build past relationship, play off your rep etc etc etc - those odds shift bigly in your favor. But, like I said, if your gm basically throws a 5 to 10 point swing against you by default and/or advantage is out of the question- then maybe social-fu is well worth its investment. [/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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