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Chris Perkins doesn't use Passive Insight
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<blockquote data-quote="KarinsDad" data-source="post: 5729134" data-attributes="member: 2011"><p>Why? If a player fails a climb check by 5 or more, the PC falls.</p><p></p><p>What's so special about insight?</p><p></p><p>The DM should never just have a system of "I will never mislead the players on failed checks" and leave it at that. There's no mystery that way.</p><p></p><p>If a player fails an information (insight, perception, or monster knowledge) check by 5 or more, the DM should once in a while (or even always) give out some bogus information.</p><p></p><p>The concept that PCs (and hence players) don't make mistakes and think the exact opposite of what is really true should be part of any campaign.</p><p></p><p>The moment you say "you can't tell" and the DM never ever says "you think that he is lying" even though the NPC is telling the truth is the moment that the DM is really saying "you failed the roll". The players will pick up on this quickly.</p><p></p><p>So, the best thing to do for information checks is the DM to roll the dice so that the players have no knowledge of what is on the die, and for the DM to give out false info on a really bad DC, unknown info on a somewhat bad DC, limited info on a fair DC, and really good info on a really good DC.</p><p></p><p>This can lead to really interesting things in game. For example, two players want to roll Insight rolls. The DM rolls great for one player and terrible for the other. The DM says that "he seems sincere" to the one player and "you think he's lying" to another. If the players roleplay based on what their PCs think they know, you open the door up for some unique and interesting roleplaying (ditto for monster knowledge checks where one PC thinks the monster is of one type and another PC thinks the monsters is something else).</p><p></p><p>With a system of "you cannot tell" vs. "You think truth/lie", all PCs will get either the same result, or the "you cannot tell" result, so all players always know the proper answer (assuming one player rolled high enough). zzzzzz <img src="http://www.enworld.org/forum/images/smilies/yawn.png" class="smilie" loading="lazy" alt=":yawn:" title="Yawn :yawn:" data-shortname=":yawn:" /> Boring. You might as well tell the players how to roleplay while you are at it.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5729134, member: 2011"] Why? If a player fails a climb check by 5 or more, the PC falls. What's so special about insight? The DM should never just have a system of "I will never mislead the players on failed checks" and leave it at that. There's no mystery that way. If a player fails an information (insight, perception, or monster knowledge) check by 5 or more, the DM should once in a while (or even always) give out some bogus information. The concept that PCs (and hence players) don't make mistakes and think the exact opposite of what is really true should be part of any campaign. The moment you say "you can't tell" and the DM never ever says "you think that he is lying" even though the NPC is telling the truth is the moment that the DM is really saying "you failed the roll". The players will pick up on this quickly. So, the best thing to do for information checks is the DM to roll the dice so that the players have no knowledge of what is on the die, and for the DM to give out false info on a really bad DC, unknown info on a somewhat bad DC, limited info on a fair DC, and really good info on a really good DC. This can lead to really interesting things in game. For example, two players want to roll Insight rolls. The DM rolls great for one player and terrible for the other. The DM says that "he seems sincere" to the one player and "you think he's lying" to another. If the players roleplay based on what their PCs think they know, you open the door up for some unique and interesting roleplaying (ditto for monster knowledge checks where one PC thinks the monster is of one type and another PC thinks the monsters is something else). With a system of "you cannot tell" vs. "You think truth/lie", all PCs will get either the same result, or the "you cannot tell" result, so all players always know the proper answer (assuming one player rolled high enough). zzzzzz :yawn: Boring. You might as well tell the players how to roleplay while you are at it. [/QUOTE]
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