Test of Wisdom ideas
Well a 'Test of Wisdom' that doesn't use game mechanics is difficult, since it's probably one of the most difficult of the six statistics to 'quantify' in real life in any meaningful fashion. Given that, I'd probably at least partially use game mechanics and the first place I'd start is with the things that Wisdom modifies. These are:
Will Saves
Heal, Listen, Profession, Sense Motive, Spot, and Survival checks
The most direct way I can think of to 'test' wisdom this way is to create a situation where the right solution is not the obvious one, such as disbelieving an illusion rather than engaging it in combat. The trick is to embed important clues to the nature of the scene in the description in a subtle fashion, so that it is not obvious to a hasty player that there is a non-violent solution.
The inconsistency that tips them of is something they will either recognize directly from your description, or make a high DC spot or listen check to notice. Use language creatively to cloak important clues.
Once they are aware of the inconsistency, they have to jump to the conclusion that maybe things are not as real as they seem, which would trigger a Will Save against continuing to believe the illusion.
If this fits with what you want to do, and you want a few ideas, let me know and I'll dig something up. Either way, good luck...it sounds like a load of fun!
-Dan
Well a 'Test of Wisdom' that doesn't use game mechanics is difficult, since it's probably one of the most difficult of the six statistics to 'quantify' in real life in any meaningful fashion. Given that, I'd probably at least partially use game mechanics and the first place I'd start is with the things that Wisdom modifies. These are:
Will Saves
Heal, Listen, Profession, Sense Motive, Spot, and Survival checks
The most direct way I can think of to 'test' wisdom this way is to create a situation where the right solution is not the obvious one, such as disbelieving an illusion rather than engaging it in combat. The trick is to embed important clues to the nature of the scene in the description in a subtle fashion, so that it is not obvious to a hasty player that there is a non-violent solution.
The inconsistency that tips them of is something they will either recognize directly from your description, or make a high DC spot or listen check to notice. Use language creatively to cloak important clues.
Once they are aware of the inconsistency, they have to jump to the conclusion that maybe things are not as real as they seem, which would trigger a Will Save against continuing to believe the illusion.
If this fits with what you want to do, and you want a few ideas, let me know and I'll dig something up. Either way, good luck...it sounds like a load of fun!
-Dan