CleverNickName
Limit Break Dancing (He/They)
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Indeed, in fact, here is a classic that you kicked offThere have been literally hundreds of pages of discussion/debate in this forum about whether the DM in 5e is empowered to tell a player what his/her character thinks/believes/feels.
I think NPC's shouldn't ever have their persuading/convincing/deceiving conversations under any dice roll ever. The reason is because it isn't ever up to random chance whether a character trusts, believes, or understands the NPC's words.Indeed, in fact, here is a classic that you kicked off
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D&D 5E - Persuade, Intimidate, and Deceive used vs. PCs
Scenarios: Player: "I think he's lying." DM: "Roll Insight." Player: "Um...4." DM: "He rolls Deception 12. So you believe him." Player: "Do you mean I can't tell if he's lying, or that I actually believe him?" DM: "You believe him; his Deception was higher than your Insight." DM: "The guard...www.enworld.org
Indeed, in fact, here is a classic that you kicked off
![]()
D&D 5E - Persuade, Intimidate, and Deceive used vs. PCs
Scenarios: Player: "I think he's lying." DM: "Roll Insight." Player: "Um...4." DM: "He rolls Deception 12. So you believe him." Player: "Do you mean I can't tell if he's lying, or that I actually believe him?" DM: "You believe him; his Deception was higher than your Insight." DM: "The guard...www.enworld.org
I think NPC's shouldn't ever have their persuading/convincing/deceiving conversations under any dice roll ever. The reason is because it isn't ever up to random chance whether a character trusts, believes, or understands the NPC's words.
Dice rolls are for uncertainties and randomness. We are uncertain whether a character hits another effectively when we make an attack roll, that's why its there. However, we do not make characters roll to walk every foot because we are certain they can do so. Obviously all players want to avoid harmful effects, so when a mage casts fireball on your PC your question to the DM is "Can I dodge?" Well, the DM knows some attacks should land but he doesn't know how often and how hard. Therefore he rolls dice.
A conversation with a PC doesn't have this uncertainty. The player can almost always decide whether he trusts an NPC. Sometimes they don't, though, which calls for a Wisdom/Insight check.
This check is for players who are asking the DM for more clarity. It doesn't have to be a contest but it very well might if the NPC is trying to deceive. However, insight does not tell you whether your character believes the NPC. It tells the player the impression the NPC gives off, to make a more informed choice.
If the NPC wins, they give off a trustworthy vibe. If they lose, something feels off. This will obviously tip the player's choice one way or the other but they can still choose to ignore their own "gut feelings" to be more rational or paranoid.
It would definitely be awkward, but I'm sure my Int-5 Sherlock Holmes character will figure out a solution!Yes, this is an excellent point. And while the thread is flagged as general D&D, not just 5e, it's worth noting that the 5e rules are very explicit about this: dice rolling, specifically ability checks, are to resolve uncertainty when there's a consequence to failure.
If I state "My character believes X" then there is no uncertainty.
Unless, of course, the DM states, "No, your character does not necessarily believe that." But I think a lot of us would never return to that table. And some of might up and leave then and there.
I disagree. Having one hundred percent control over what a PC thinks or feels is not the same thing as being able to make meaningful choices that affect the narrative."You cannot have your character think or feel anything but X," is a reduction in agency.
Well, I don't run therapy sessions, if I was interested in doing that I would have gone to school to be a psychologist. I also happen to be very empathetic, at least all the people I know in real life tell me that, I have a knack for understanding how people feel, apparently.THE kind? There's only one kind? Interesting assertion.
Players who have raised concerns with such mechanics in games in my presence were either past victims of abusive relationships, or well acquainted with people who were victims. There's this thing called empathy...
So, maybe what you describe isn't the whole story there.
So you assert that any way to play a RPG that is different than how you play is objectively wrong, but I'm the one who is snarky about people who play differently than I do. Too funny! Are you a comedian?!?The rest of your reply was needless snark and general rudeness, and insults to people who play differently from you, so I won’t engage with it, but this is just such a disingenuous, absurd, thing to say.
There is an obvious difference between not having any decisions to make, and the game mechanics making the characters decisions for them.