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Are things like Intimidate/Bluff/Diplomacy too easy?
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<blockquote data-quote="JamesonCourage" data-source="post: 5611877" data-attributes="member: 6668292"><p>Well, in my (unstated) example, the players wanted to know "could this be the phylactery?" The Knowledge (arcana) check would indicate that "yes, this could be the phylactery."</p><p></p><p>Separately, they could see if it's fake. And yes, I have no problem giving clues to players, if it's reasonable. And on top of that, I'll give them information, if it's something their character would know. And if it's iffy, I'll allow an appropriate roll.</p><p></p><p>But you make some good points. If they said "is this the real phylactery" and I said "roll a Knowledge (arcana) check," and they "succeeded" then I would say "this could be it, it does fit the description of what a phylactery might look like."</p><p></p><p>If, from there, they inquired about it further... "is there a way to see if it's real?" or "do I know for sure that this is it?" or "is there any way to check if the phylactery is connected to the lich, and not just some other phylactery?" then I'd help them, as appropriate, such as by mentioning Forgery, known experts on the matter, ways of testing it (if they know ways of testing it, such as on a skill check), etc.</p><p></p><p>I probably won't give out that information unprovoked, though. If they don't ask any of those questions, I won't bring it up unless I suspect that their characters would know information that would make them question it. Or, if I think that they should have thought of it, I'll often give a Wisdom check on it.</p><p></p><p>At any rate, though, this is all personal play style, and I don't want to tangent away from things now that we've gotten back towards the OP.</p><p></p><p>As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5611877, member: 6668292"] Well, in my (unstated) example, the players wanted to know "could this be the phylactery?" The Knowledge (arcana) check would indicate that "yes, this could be the phylactery." Separately, they could see if it's fake. And yes, I have no problem giving clues to players, if it's reasonable. And on top of that, I'll give them information, if it's something their character would know. And if it's iffy, I'll allow an appropriate roll. But you make some good points. If they said "is this the real phylactery" and I said "roll a Knowledge (arcana) check," and they "succeeded" then I would say "this could be it, it does fit the description of what a phylactery might look like." If, from there, they inquired about it further... "is there a way to see if it's real?" or "do I know for sure that this is it?" or "is there any way to check if the phylactery is connected to the lich, and not just some other phylactery?" then I'd help them, as appropriate, such as by mentioning Forgery, known experts on the matter, ways of testing it (if they know ways of testing it, such as on a skill check), etc. I probably won't give out that information unprovoked, though. If they don't ask any of those questions, I won't bring it up unless I suspect that their characters would know information that would make them question it. Or, if I think that they should have thought of it, I'll often give a Wisdom check on it. At any rate, though, this is all personal play style, and I don't want to tangent away from things now that we've gotten back towards the OP. As always, play what you like :) [/QUOTE]
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Are things like Intimidate/Bluff/Diplomacy too easy?
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