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Chris Perkins doesn't use Passive Insight

OnlineDM

Adventurer
2. NPC always has to roll Bluff vs PC Passive Insight, if fail then PC auto-detects lies with their lie-radar EVEN IF THEY HAVE NO REASON TO BE SUSPICIOUS. I find this incredibly implausible, it ignores real-world social dynamics. It also means players never have to engage their own grey matter. It really sticks in my craw.

This touches on a design decision of 4e (and I think 3e, too, though I'm a new-timer and can't be sure) that's different from older editions of D&D; character skill can exceed player skill in social areas as well as in physical/magical areas.

As I understand things, an older edition PC would only suspect an NPC of lying if the player thought the DM was having the NPC lie to the party. The player can then decide how the PC will respond to this - challenging the NPC, looking for other signs of deception, keeping quiet, etc.

In 4e, it's possible to have a PC with fantastic Insight - a walking lie detector - played by a player who's totally oblivious. The spirit of the 4e rules are such that the PC is going to notice a bad liar, even if the player completely misses it. I handle this by having a PC trained in Insight automatically be given a hint that the NPC is somewhat duplicitous; other DMs handle it by comparing an NPC's Bluff check to the PC's passive Insight.

It's completely legitimate to say, "At my table, passive Insight won't help you. It's up to you, the player, to let me know when you think something is fishy, in which case you can make an active Insight check." It's more of an old-school way of handling things, which is fine if that's what you prefer at your table. It's just different from the 4e mindset, where passive Insight can mean that the character will notice something that the player misses. If you don't like that, then by all means throw it out!
 

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S'mon

Legend
This touches on a design decision of 4e (and I think 3e, too, though I'm a new-timer and can't be sure) that's different from older editions of D&D; character skill can exceed player skill in social areas as well as in physical/magical areas.

But NPC skill can exceed DM skill too. I'm a terrible liar; IRL I'm actually physically incapable of telling a straight lie, though I can twist the truth a bit with duplicitous intent if I can find a way to make the truth misleading. Anyway I certainly don't have +8 Bluff, but my NPC does. Should I then not RP the NPC, just roll a Bluff check and tell the players "You believe him"?

I'm certainly old school, I find the whole idea of social skills a bit iffy, but I had no problem with say the Call of Cthulu approach where a PC has a Fast Talk %, but it's up to the GM what the roll means. The problem with 3e & 4e is the attempt to create structured rules around social interaction, especially with Sense Motive or Insight as a kind of "Armour Class" against lies.
 

OnlineDM

Adventurer
But NPC skill can exceed DM skill too. I'm a terrible liar; IRL I'm actually physically incapable of telling a straight lie, though I can twist the truth a bit with duplicitous intent if I can find a way to make the truth misleading. Anyway I certainly don't have +8 Bluff, but my NPC does. Should I then not RP the NPC, just roll a Bluff check and tell the players "You believe him"?

I'm certainly old school, I find the whole idea of social skills a bit iffy, but I had no problem with say the Call of Cthulu approach where a PC has a Fast Talk %, but it's up to the GM what the roll means. The problem with 3e & 4e is the attempt to create structured rules around social interaction, especially with Sense Motive or Insight as a kind of "Armour Class" against lies.

As I said, I see absolutely no problem with a DM running things in a more "old school" way that challenges PLAYER skill rather than CHARACTER skill in social situations (or trap finding or whatever).

If you have an NPC who is lying to the party and this NPC is the world's greatest liar and you (the DM) are not, then the "conventional 4e" approach would be exactly what you propose; the NPC rolls a Bluff check (let's say he gets a 50), and it's obviously higher than everyone's passive Insight, so you give no hint that it's a lie. If a player is suspicious and says, "Sir Tanksalot is dubious about Merlek the Mad's statement," then you call for an active Insight check. If the PC doesn't beat the super-Bluff (and he probably won't in this case), then you say, "Merlek seems to be on the up-and-up here." And the players are expected to role-play that belief appropriately. "Okay, I guess he's telling the truth despite his Snidely Whiplash mustache and his evil cackle after every sentence..."

If you prefer the characters' credulity or suspicion to be based on whether you've done a good job with your portrayal of Merlek's lie or on how suspicious the players themselves are (either in general or in this particular situation), that's completely fine. It's different from the "conventional 4e" approach, but I see absolutely nothing wrong with social interactions tied more to player skill if that's the way you and your players enjoy playing D&D. It sounds like it could be plenty of fun to me!
 

S'mon

Legend
As I said, I see absolutely no problem with a DM running things in a more "old school" way that challenges PLAYER skill rather than CHARACTER skill in social situations (or trap finding or whatever).

If you have an NPC who is lying to the party and this NPC is the world's greatest liar and you (the DM) are not, then the "conventional 4e" approach would be exactly what you propose; the NPC rolls a Bluff check (let's say he gets a 50), and it's obviously higher than everyone's passive Insight, so you give no hint that it's a lie. If a player is suspicious and says, "Sir Tanksalot is dubious about Merlek the Mad's statement," then you call for an active Insight check. If the PC doesn't beat the super-Bluff (and he probably won't in this case), then you say, "Merlek seems to be on the up-and-up here." And the players are expected to role-play that belief appropriately. "Okay, I guess he's telling the truth despite his Snidely Whiplash mustache and his evil cackle after every sentence..."

If you prefer the characters' credulity or suspicion to be based on whether you've done a good job with your portrayal of Merlek's lie or on how suspicious the players themselves are (either in general or in this particular situation), that's completely fine. It's different from the "conventional 4e" approach, but I see absolutely nothing wrong with social interactions tied more to player skill if that's the way you and your players enjoy playing D&D. It sounds like it could be plenty of fun to me!

Thanks for the affirmation. I'd XP you, only I just did!

Is it really the 4e expectation though that players are expected to play their PCs as fooled, when the players are not? I haven't seen anything about it in the books. The PHB description treats Insight (page 185) and Bluff (page 183) skills as resources for the players - like a sword or a spell - and that's how I use them. Incidentally the only listed use for Passive Insight is to recognise illusory effects.

I think a lot of baggage gets brought in that's not actually there in the rule books.
 

MrMyth

First Post
I'm not triple-dipping on PC chances to spot deception, which seems to be a common here:

1. GM speaks in character as NPC - player has opportunity to tell if NPC is lying.
2. NPC always has to roll Bluff vs PC Passive Insight, if fail then PC auto-detects lies with their lie-radar EVEN IF THEY HAVE NO REASON TO BE SUSPICIOUS. I find this incredibly implausible, it ignores real-world social dynamics. It also means players never have to engage their own grey matter. It really sticks in my craw.

Like I said, it does come down to a certain extent to how much you want to weight player skill vs PC skill. Like with other social skills, it tends to be an area where you can easily marginalize certain PCs because of these sort of expectations. No one expects the fighter's player to physically be an olympian in order for his character to climb mountain and jump across rivers.

But if the person playing the skilled investigator is, as a person, not as adept at picking up on whatever 'clues' the DM is offering in their NPC speeches - and instead wants to rely on having a character who is supposed to be good at that - it can come across as somewhat unfair to force them to rely on their own abilities (while the fighter, who is played by a smooth-talking and quick-witted player, ends up thus being good at everything.)

But again, player skill vs PC skill is a tricky debate, and both styles of play can have their advantages. I can understand why you wouldn't want to give players too many chances to see through a clever ruse. At the same time, having NPCs who shouldn't be at all skilled at lying who instead easily pool the wool over PCs eyes, just because they don't ask the questions you want them to ask, can end up a frustrating scenario. In my experience, at least.

3. NPC makes check vs passive Insight vs PC. If player seems the slightest bit less than totally oblivious, the DM informs them they can roll an active Insight check.

I think some of your three part description here might be a bit exagerrated. More often, this is what I find:

1) The DM tells the players what the NPC says. Sometimes there might be outright contradictions they can pick up on to tell that the person is lying. That tends to be the exception rather than the norm, however - typically, there isn't any immediate evidence that something is untrue.

2) The DM rolls Bluff vs Passive Insight. If the NPC botches it, then yeah, he tells the players it is pretty clear this guy is trying to scam them. A closer roll might just tip them off that something is unusual, and they can try to use their own abilities to figure things out in more detail.

3) If the players are suspicious or ask to roll Insight, they can do so. This idea that the DM goes aheads and prompts them to do so for no reason seems relatively unlikely to me.

Compare to PC trying to deceive NPC - either the GM lets it pass if the NPC has no reason to be suspicious, or the GM is a stickler and forces a Bluff check for everything. Even then, the PC only has to beat NPC Passive Insight to succeed - one dip, not the three the NPC had to get through.

I guess part of my disagreement here is that your approach seems to be, "Anyone can easily tell a successful lie if the other side has no reason to be suspicious."

And that just doesn't make sense to me. Lying, like many other skills in D&D, is something we have a codified way of measuring. If someone isn't suspicious, that might make it easier, but the entire point of having a Bluff skill and an Insight skill is to measure how good those people are at either telling lies or seing through them.

Saying that the DM is a 'stickler' for requiring a Bluff check every time the PCs try to lie is like saying the DM is a 'stickler' for requiring an Attack Roll every time the PCs try to hit an enemy!

Sure, I guess you can in some cases handwave either of these scenarios. If the bard is trying to con some 1st level commoner or the warrior wants to go stab some chickens or whatever. But in most cases, if a PC is lying to someone, it doesn't seem in any way unreasonable for me to expect them to roll a check to see how clever a lie they tell. Now, getting back to player skill vs PC skill, I will quite often let RP have a big impact there - telling a well-thought out and convincing story will often give them a big bonus or the like, and yeah, if they accidently slip up and state something provably false, many NPCs might pick up on that.

I think there's a place for passive insight in certain circumstances, but normally as DM I give plenty of in-character signs an NPC is lying, and if the player isn't even suspicious enough to request an Insight check I don't feel obligated to have the NPC roll Bluff, just as a PC wouldn't have to roll Bluff vs a non-suspicious NPC.

Do you have any examples of what you might consider scenarios in which lies would be told to non-suspicious NPCs?
 

OnlineDM

Adventurer
Thanks for the affirmation. I'd XP you, only I just did!

Is it really the 4e expectation though that players are expected to play their PCs as fooled, when the players are not? I haven't seen anything about it in the books. The PHB description treats Insight (page 185) and Bluff (page 183) skills as resources for the players - like a sword or a spell - and that's how I use them. Incidentally the only listed use for Passive Insight is to recognise illusory effects.

I think a lot of baggage gets brought in that's not actually there in the rule books.

Well, that's my interpretation of things from reading the 4e books and playing and running the game, but I freely admit that I could be wrong.
 

S'mon

Legend
L
But if the person playing the skilled investigator is, as a person, not as adept at picking up on whatever 'clues' the DM is offering in their NPC speeches - and instead wants to rely on having a character who is supposed to be good at that - it can come across as somewhat unfair to force them to rely on their own abilities (while the fighter, who is played by a smooth-talking and quick-witted player, ends up thus being good at everything.)

I don't see any "Skilled Investigator" class in my PHB. Just an Insight skill which as described is a resource PCs can call on, should they choose to do so.
 

S'mon

Legend
I guess part of my disagreement here is that your approach seems to be, "Anyone can easily tell a successful lie if the other side has no reason to be suspicious."

That's how reality works, and I don't see anything in the 4e rules to say this little bit of reality should not be applied for game purposes. It doesn't take a skilled liar to have people believe something they already expect to be true, or have no reason to doubt. A skilled liar like a good used car salesman can get people who have every reason to be suspicious to go along with his claim.

Example: Stranger asks me

"Do you have the time?"

I check time - watch says 3.40pm. I reply:

"It's 3.30pm."

Realistically the guy is not going to get an Insight check, active or passive, because he has no grounds to be suspicious. Whereas a policeman investigating a crime, or (most) buyers going to buy a used car, will be using insight, because they are suspicious - yet they can still be deceived.
 

S'mon

Legend
Saying that the DM is a 'stickler' for requiring a Bluff check every time the PCs try to lie is like saying the DM is a 'stickler' for requiring an Attack Roll every time the PCs try to hit an enemy!

I generally wouldn't require a to-hit check for the PC to hit a helpless, unconscious enemy in a non-combat situation, no. There are plenty of cases where failure is effectively impossible because the action is unopposed.
 

Thanks for the affirmation. I'd XP you, only I just did!

Is it really the 4e expectation though that players are expected to play their PCs as fooled, when the players are not? I haven't seen anything about it in the books. The PHB description treats Insight (page 185) and Bluff (page 183) skills as resources for the players - like a sword or a spell - and that's how I use them. Incidentally the only listed use for Passive Insight is to recognise illusory effects.

I think a lot of baggage gets brought in that's not actually there in the rule books.

I don't recall any edition of D&D going into a discussion of what is character knowledge vs what is player knowledge. All of this is a general aspect of RPGs in general and isn't at all specific to 4e or any other version of D&D.

The problem with the way you suggest running things is that basically social skills are worthless, and for any character without some kind of direct mechanical reason to have a decent cha or wis there's no benefit to those stats at all. You will definitely need to explain to the players that they should not bother with giving their characters any kind of abilities related to social skills to be fair.

Personally I think checks and social skills are a perfectly good mechanic. They allow for the way things just don't always go the way they're expected to go and that characters are living in the game world and have access to information and clues that the player simply doesn't have. They can hear the NPCs tone of voice, see his expression and body language, may know little facts and observations that the player can't possibly be aware of, and just generally are far more in the moment than the player can ever be. And things just don't always go as people expect. An NPC might trip up or simply have an off day, or be undone by something else that some other character says etc. All of that can be driven by the dice.

As for some disadvantage NPCs are at, nonsense. They are run by the DM, who has infinite knowledge and power. The DM KNOWS if anything the player says is factual or not, no ifs, ands, or buts about it. The DM can decide after the fact if statements NPCs make are truth or not for that matter, so the players are always at a disadvantage. If players can 'cheat' in some cases the DM can 'cheat' any time he or she wants.

In summary the wise DM and the wise player will understand that there is a benefit to the game to having a contract where they play with the appropriate knowledge and point of view.
 

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