Detect Thoughts

howandwhy99

Adventurer
How do you run a "detect thoughts" spell or power against the PC's??

Logistically, I'd like to keep the player knowledge to a minimum, but even with some discreetly-passed note to fill out, it's my experience that most any player will not willingly place their character in jeopardy. So, I get answers like "the weather", or maybe just the last sentence they spoke in character. Plus, it tips off at least one player that someone or something is divining the party's thoughts. Has someone out there developed a reliable way to run this?
 

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IF player replied to me (the dm) his character was thinking of the weather, or other players started acting on this for no reason.
1 warning on mega gaming.
Then a whole lot of grudge monsters criting the party especially the weather boy.
If the players don't want to help you. Just reply the next time they cast detect thoughts the creature is thinking of the weather.
If they still misbehave, talk to them then show them door.
 

If you're the DM, and you use this spell, then it's easiest just to metagame the PC's. You know what they're discussing OOC, and you can probably assume that's what they're thinking about.

Alternately, you could invent a spell which only affects people who are thinking about unimportant topics, as their mind lacks the focus to defend against it...
 

Just to clarify, I wasn't thinking about the known history of the character being divined. My players tend to talk about tactics OOG and I really don't know what to expect next. I find it's more exciting to play when neither I nor they quite know what to too much of either's intentions.

For example, if a creature can detect thoughts as a free action in combat, I'll choose one character and ask the player to write down or declare their next intended action. This can be changed, but it's what they have to stick to, if nothing seems to contradict it.

When players are out of combat, but still in danger (in a dungeon, facing a trap, tied up, etc.), reading a character's mind often means pulling the player out of the room to insure that no one else knows a divination is going on.

Another example is: in the typical dungeon situation, the foe spots the character's first, attempts to read one's mind to discover their intentions and then acts appropriately. I.e. it can tell not only their reason for being there (gold), but also their immediate desire (a safe resting place). This second one I just could know.
 

howandwhy99 said:
Just to clarify, I wasn't thinking about the known history of the character being divined. My players tend to talk about tactics OOG and I really don't know what to expect next.

We had this problem ... we had to implement a new rule... there is no OOG talk during the game. If you want to discuss strategy, you discuss it in game. If there's no time in game to discuss it, then it doesn't get discussed.

So I'd wait to see what the players are talking about and assume they're thinking the same thing.
 

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