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<blockquote data-quote="Tony Vargas" data-source="post: 7743501" data-attributes="member: 996"><p>Well, back in 3e, Sense Motive was described as a 'hunch' or feeling about whether someone was being truthful. That could have something to do with it. It's not "you not changes in his pulse and galvanic skin response: he's clearly being deceptive" it's more like "there's something off, what he's telling you doesn't feel right" or "something about his story makes you feel vaguely uneasy." Or, at least, can be.</p><p></p><p> Knowledge checks also make connections and judge relevance. How many times have you seen a medical drama were the arrogant senior surgeon makes one diagnosis and the idealistic younger one has a second opinion, and the senior, even though he knows everything there is to know about the condition in question, dismisses it because he doesn't have respect for the kid yet.</p><p></p><p> It's not that easy to see how either of those things don't involve emotion or judgement or opinion in some way - unless your PC's a Vulcan, of course. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p> You're unlikely to have evidence /with/ a successful insight check when the guy is lying, too. AFAIK, Insight just doesn't much go into how it functions, but Sense Motive did, and it was about getting a hunch about the targets truthfulness.</p><p></p><p>For just a single successful insight check, "My gut says he's lying" is a pretty reasonable result for a success against the opposed bluff. </p><p>Bring some other investigative attempts in to get 'proof.'</p><p></p><p> It's an anachronistic appeal to realism, but I think you'll also find characters having accurate 'feelings' about such things in genre.</p><p></p><p> And that's just back to using the player as the resolution system, and the character they're playing doesn't matter. </p><p></p><p> It's not GM force, it's the GM /and player/ respecting the outcome of the mechanical resolution. GM force absolutely can and has, in innumerable instances, improved play (often improved it from 'disastrous' to merely indifferent, but still improved), especially where the mechanics fail or are absent/inadequate in the first place.</p><p></p><p> My take on that, which I think is similar, if maybe not as sophisticated, is that mechanical resolution models the character's abilities, while insisting the player decides the PCs thoughts/feeling when those very things will weigh heavily on the result substitute the player's, so you can no longer play a character as different from yourself.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7743501, member: 996"] Well, back in 3e, Sense Motive was described as a 'hunch' or feeling about whether someone was being truthful. That could have something to do with it. It's not "you not changes in his pulse and galvanic skin response: he's clearly being deceptive" it's more like "there's something off, what he's telling you doesn't feel right" or "something about his story makes you feel vaguely uneasy." Or, at least, can be. Knowledge checks also make connections and judge relevance. How many times have you seen a medical drama were the arrogant senior surgeon makes one diagnosis and the idealistic younger one has a second opinion, and the senior, even though he knows everything there is to know about the condition in question, dismisses it because he doesn't have respect for the kid yet. It's not that easy to see how either of those things don't involve emotion or judgement or opinion in some way - unless your PC's a Vulcan, of course. ;) You're unlikely to have evidence /with/ a successful insight check when the guy is lying, too. AFAIK, Insight just doesn't much go into how it functions, but Sense Motive did, and it was about getting a hunch about the targets truthfulness. For just a single successful insight check, "My gut says he's lying" is a pretty reasonable result for a success against the opposed bluff. Bring some other investigative attempts in to get 'proof.' It's an anachronistic appeal to realism, but I think you'll also find characters having accurate 'feelings' about such things in genre. And that's just back to using the player as the resolution system, and the character they're playing doesn't matter. It's not GM force, it's the GM /and player/ respecting the outcome of the mechanical resolution. GM force absolutely can and has, in innumerable instances, improved play (often improved it from 'disastrous' to merely indifferent, but still improved), especially where the mechanics fail or are absent/inadequate in the first place. My take on that, which I think is similar, if maybe not as sophisticated, is that mechanical resolution models the character's abilities, while insisting the player decides the PCs thoughts/feeling when those very things will weigh heavily on the result substitute the player's, so you can no longer play a character as different from yourself. [/QUOTE]
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