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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="Chaosmancer" data-source="post: 7601449" data-attributes="member: 6801228"><p>How many times have people decried the villain leaving the hero in an "unescapable death trap" then walking away after monologuing their entire plan. There are times it makes me nearly scream in frustration, "just put a bullet between his eyes", Hero is dead, plan can't be ruined. </p><p></p><p>Some fictional set-ups can get around this, for example, in most modern superhero novels I've read there is reference to "the unspoken rules" Supervillains don't generally kill heroes because doing so brings more heat than it is worth. They don't kidnap the heroes children as hostages, because it isn't worth the massive amount of heroes destroying them in retaliation. </p><p></p><p>That doesn't exist in DnD though. Most of our villains aren't playing by those rules, they are going to do anything to win, they are not going to play fair, they are not constrained by Saturday Morning Morality. </p><p></p><p>Now, I don't often use traps. They aren't worth the headache, and they generally don't make enough of a difference to be worth while, especially since I generally have at least one player with an 18 or higher passive perception by mid-game. But, if I am using them, and the villain falls into the right mindset, they aren't going to be telegraphed. That doesn't mean they aren't noticeable, but they will be quite hard to notice, because that is the point of a trap.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7601449, member: 6801228"] How many times have people decried the villain leaving the hero in an "unescapable death trap" then walking away after monologuing their entire plan. There are times it makes me nearly scream in frustration, "just put a bullet between his eyes", Hero is dead, plan can't be ruined. Some fictional set-ups can get around this, for example, in most modern superhero novels I've read there is reference to "the unspoken rules" Supervillains don't generally kill heroes because doing so brings more heat than it is worth. They don't kidnap the heroes children as hostages, because it isn't worth the massive amount of heroes destroying them in retaliation. That doesn't exist in DnD though. Most of our villains aren't playing by those rules, they are going to do anything to win, they are not going to play fair, they are not constrained by Saturday Morning Morality. Now, I don't often use traps. They aren't worth the headache, and they generally don't make enough of a difference to be worth while, especially since I generally have at least one player with an 18 or higher passive perception by mid-game. But, if I am using them, and the villain falls into the right mindset, they aren't going to be telegraphed. That doesn't mean they aren't noticeable, but they will be quite hard to notice, because that is the point of a trap. [/QUOTE]
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Community
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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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