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Make Characters being affected from conditions without telling Players explicitly?
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<blockquote data-quote="Tony Vargas" data-source="post: 7196306" data-attributes="member: 996"><p>Yes. It's a classic DM technique, and it brings player skill into the challenge, rewarding those who pay attention. </p><p></p><p> Make saves behind the screen. In the case of the lights, make it seem like you're rolling perception and the characters that failed the save see something important. The party will likely follow along...</p><p></p><p> In this case, describe the symptoms to those who fail, let the players figure out the possible causes.</p><p></p><p> Inspiration is for rolls they make, it can be used when they start to figure out what's up and try to do something about it. </p><p></p><p> Yep. This is a case where rolling behind the screen is the way to go. That way you can give them information that clearly splits them into two camps - those who heard something 'important' that needs to be investigated and those who don't and are suspicious. With a little luck, you can have each side convinced the other is the one being influence, one being made to hear things that aren't there, the other failing to pierce the concealment of things that are... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p> Lead them into danger would be the classic Will-o-whisp MO. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p> Class features are one option, but just letting it play out is fine. If the party fall for the trick, they're delayed and/or suffer some attrition, but will eventually see through and it'll be less likely to work on them again. If they don't they progress. In fiction, the cadence would probably be falling for the first trick, and being suspicious thereafter, and finally blowing past a repeat of an earlier trick when the forest has run out of new things to befuddle them with.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7196306, member: 996"] Yes. It's a classic DM technique, and it brings player skill into the challenge, rewarding those who pay attention. Make saves behind the screen. In the case of the lights, make it seem like you're rolling perception and the characters that failed the save see something important. The party will likely follow along... In this case, describe the symptoms to those who fail, let the players figure out the possible causes. Inspiration is for rolls they make, it can be used when they start to figure out what's up and try to do something about it. Yep. This is a case where rolling behind the screen is the way to go. That way you can give them information that clearly splits them into two camps - those who heard something 'important' that needs to be investigated and those who don't and are suspicious. With a little luck, you can have each side convinced the other is the one being influence, one being made to hear things that aren't there, the other failing to pierce the concealment of things that are... ;) Lead them into danger would be the classic Will-o-whisp MO. ;) Class features are one option, but just letting it play out is fine. If the party fall for the trick, they're delayed and/or suffer some attrition, but will eventually see through and it'll be less likely to work on them again. If they don't they progress. In fiction, the cadence would probably be falling for the first trick, and being suspicious thereafter, and finally blowing past a repeat of an earlier trick when the forest has run out of new things to befuddle them with. [/QUOTE]
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Make Characters being affected from conditions without telling Players explicitly?
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