If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?

Oofta

Legend
I know you're right, and yet somehow I always forget, and somehow hope/believe that an example or analogy will be taken in the spirit with which it was intended. And yet it never is. As you say, by certain posters in particular.

Fool me once, shame on them. Fool me twice...or 100 times...shame on me.



Yeah, this too. /sigh

Yeah, heaven forbid you give actual samples of how this works at the table and don't just talk in platitudes and "the rulz say". I mean people might be able to discuss what really happens at their table instead of having a philosophical debate about correctness.

After all if we disagree with you and you've given no examples you can always fall back on you just haven't tried good sushi action and intent and that if only we gave it a chance we'd all agree with you.

Or maybe it's just a matter of different play styles. What works for me may not work for you and by giving or asking for examples I try to dispel confusion about what actually happens at the game table.
 

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Charlaquin

Goblin Queen (She/Her/Hers)
. The player doesn't say, "Oh I attack this orc" and the DM replies, "OK, make an attack roll".
Uhh... This happens all the time at my table. Has nobody else played with inexperienced or unconfident players before?

The player doesn't state "I'm casting Hunter's Mark" and then wait for the DM to call for a bonus action.
This is a poor analogy. The player doesn’t say “I climb the wall” and then wait for the DM to call for an action either, action economy is a completely different thing that task resolution. What you seem to be trying to do here though is point out that spells don’t need the DM’s input to be resolved, the player just says what spell they cast and applies it’s effects. Again, though, a spell is an approach to a certain goa. You open the door by casting knock, you kill the goblins by casting fireball, you get to the top of the cliff by casting Fly. It so happens that the rules for spells specifically define their exact effects, and what method to use to resolve any uncertainty there may be in the outcome of casting them. For many spells, there is never uncertainty, you cast knock and the door opens, just like you can use a key and the door opens. With some spells, particularly spells that damage a single target, there is uncertainty if the spell hits its target, and you resolve that with an attack roll. For others, particularly spells with mind-affecting properties or areas of effect, the uncertainty is resolved by the target(s) or creatures in the affected area making a saving throw. With improvised actions, the specific effects of the action are not hard-coded like they are with spells, so it falls to the DM to determine the best way to resolve the action. Any of the above methods might be appropriate, depending on the particulars of the improvised action.

This is another one of the fundamental differences in our ways of thinking. To you, casting a spell and using a skill are both actions the player can take. To me,” using a skill” is not an action, it is a means of resolving an action. Climbing a cliff is an action, which may or may not require an abiliry check to resolve, just like casting a spell is an action, which may or may not require an attack roll or saving throw to resolve. Spells are just less flexible than most non-spell actions.

Combat is the exact opposite of everything you folks have INSISTED on all the way through this thread. The player calls for checks in combat. The player states actions and doesn't even wait for DM adjudication most of the time. Heck, the player tells the DM to make a saving throw for this or that creature, essentially telling the DM to make checks.
Not so. It’s still fundamentally the same process of the player giving a goal (“attack the orc”, or “put the kobolds to sleep”) and an approach (“with my longsword” or “with the sleep spell”), and the DM determining the outcome, possibly calling for a roll if the outcome is uncertain. The only difference is that most actions in combat have hard-codes effects and means of resolution, while most actions out of combat do not.

I run skill checks the same way I run combat - the players generally tell me what checks to make and whatnot. For me, it's simply applying the same standard across the game.
I run skill checks the same way I run combat too. It’s just different than the way you do it.
 

Charlaquin

Goblin Queen (She/Her/Hers)
After all if we disagree with you and you've given no examples you can always fall back on you just haven't tried good sushi action and intent and that if only we gave it a chance we'd all agree with you.
I mean, anecdotes are not data, but I have had my mind changed by actually trying both the goal-and-approach method and real-life, non-metaphorical good sushi.
 

G

Guest 6801328

Guest
Yeah, heaven forbid you give actual samples of how this works at the table and don't just talk in platitudes and "the rulz say". I mean people might be able to discuss what really happens at their table instead of having a philosophical debate about correctness.

Funny I don't recall anybody writing "the rulz say" in those exact words, although you quoted it. Is your use of slang perchance an attempt to denigrate those who take that position?

That aside: yes, you would think we could use actual samples. And we (or I) do! But every time there are some posters who willfully misinterpret and misrepresent the example. Apparently from a desire to undermine the idea rather than understand it.

EDIT:

Look back a few pages: I spelled out, in fairly lengthy form, an example from one of my games. But of course it wasn't a transcript of the whole session; it was a summary and naturally I left out 95% of the details. A certain poster immediately dismissed anything informative in the story and instead ridiculed the approach for leaving out any differences between character sheets. I responded to that, and explained some places where differences between the characters factored into the overall story. He never responded to that, and instead repeated the accusation some pages later. I again responded, but never had it acknowledged. (Or never read the acknowledgement; I've stopped reading responses from the poster in question.)

I certainly welcome clarifying questions from people who are genuinely interested in learning more, but why should I post incomplete examples if some people are just going to use the incompleteness as an excuse to go on the attack?
 
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Oofta

Legend
I mean, anecdotes are not data, but I have had my mind changed by actually trying both the goal-and-approach method and real-life, non-metaphorical good sushi.

Whereas I've tried sushi multiple times and I still find it barely edible. Tastes, and play style preferences, differ.

Besides, what makes you think I don't use a hybrid goal-and-approach method but only apply it when I think it matters or it's the style my players seem to prefer?
 

Charlaquin

Goblin Queen (She/Her/Hers)
But the vast majority of time? Telling me the result of a skill check tells me everything I need to know and there's no need for anything more. If they want to take a different approach I trust them to tell me. If climbing to the top of the wall will expose them to obvious danger that the PC is aware of, they trust me to prompt them about it.
This idea that the vast majority of the time, the skill the player wants to use is enough for you to know what the character is doing, keeps coming up. And if that’s enough for you, great! Please try to understand, that is not enough for those of us who use goal and approach. It is usually enough to determine a goal. I know you want to get to the top of the wall, or detect the presence of danger on the other side of the door. And I know that you think your athletic training or your keen senses will be useful in helping you achieve that goal. But I am not comfortable adjudicating your action without knowing, for example, whether you are free-climbing the wall or using rope, harness, hammer, and pitons, or whether you are listening at the door, peering under the crack, smelling the air, pressing at the door with your hands, or with some tool, or all or none of the above. If you are comfortable adjudicating an action with only the skill the player wants to use, more power to you, but for me, that is not enough information.
 

Charlaquin

Goblin Queen (She/Her/Hers)
Whereas I've tried sushi multiple times and I still find it barely edible. Tastes, and play style preferences, differ.
And that’s cool.

Besides, what makes you think I don't use a hybrid goal-and-approach method but only apply it when I think it matters or it's the style my players seem to prefer?
What makes you think I think that? I am only explaining the way I do things and why, I have no opinion about the way you do things.
 

G

Guest 6801328

Guest
Whereas I've tried sushi multiple times and I still find it barely edible. Tastes, and play style preferences, differ.

Besides, what makes you think I don't use a hybrid goal-and-approach method but only apply it when I think it matters or it's the style my players seem to prefer?


[humor]
Because good sushi is objectively and factually so delicious that anybody unable to appreciate it is obviously the sort of person who lets preconceived notions and stubbornness actually override the signals their sensory system is trying to send to their brain.
[/humor]
 

Satyrn

First Post
Funny I don't recall anybody writing "the rulz say" in those exact words, although you quoted it.

Please don't call this out as bad form. I've made many of my fake internet points by witty* paraphrasing delivered in quotes. I'd hate to see that practise demonized.


* by witty, of course, I mean "vaguely humorous to somebody somewhere. Maybe. Hopefully. Please click laugh"
 

iserith

Magic Wordsmith
This idea that the vast majority of the time, the skill the player wants to use is enough for you to know what the character is doing, keeps coming up. And if that’s enough for you, great! Please try to understand, that is not enough for those of us who use goal and approach. It is usually enough to determine a goal. I know you want to get to the top of the wall, or detect the presence of danger on the other side of the door. And I know that you think your athletic training or your keen senses will be useful in helping you achieve that goal. But I am not comfortable adjudicating your action without knowing, for example, whether you are free-climbing the wall or using rope, harness, hammer, and pitons, or whether you are listening at the door, peering under the crack, smelling the air, pressing at the door with your hands, or with some tool, or all or none of the above. If you are comfortable adjudicating an action with only the skill the player wants to use, more power to you, but for me, that is not enough information.

As an aside, climbing is a particularly bad example since climbing with no particular complication does not call for an ability check anyway. It's simply a factor of speed. Only if there is something like lack of handholds, slippery vertical surface, or the like does the DM call for an ability check, if the approach to climbing has an uncertain outcome and a meaningful consequence for failure.

I think it gets used because of legacy thinking around the idea that if a given action seems like it could equate to a skill proficiency, then there's an ability check. And anything that doesn't stand out as falling under a skill proficiency just succeeds (like walking across an empty room). Climb = Athletics. Lie = Deception. Walk Across Room = Hmm... *scans list of skill proficiencies* guess there's no "skill check" here, carry on! I see this a lot in actual play podcasts, including one I saw just this week where a player proposed an action and the DM really had to think about which "skill check" applied. You could tell he was mentally scanning down that list when in my view he should have been thinking about whether this was a "skill check" situation in the first place.
 

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