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How do you handle insight?
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<blockquote data-quote="MNblockhead" data-source="post: 7788737" data-attributes="member: 6796661"><p>It breaks immersion for some. Especially in 5e, there is not a great depth of mechanical variety. The fun is coming up with all manner of interesting actions and the DM having to determine what mechanic applies to resolve it. </p><p></p><p></p><p></p><p>Well, at my table you at least have to say what you attack with. I would not enjoy a players saying "I make a melee attack with my great sword, I rolled 10 and my modifier is...." They simply say "I attack it with my greatsword". They can (and it is better if they do) roll their attack and damage dice at the same time to keep things moving, but I may not ask for whether they hit or how much damage they do. Maybe the monster has immunities. Maybe something else is going on. The DM calls for the rolls. Admittedly, combat is different in this regard than exploration and social pillars. During combat, if it goes on for multiple rounds, to keep things moving, players will just make the rolls and use shortcuts in their speech. No need to specify what you are attacking with each round unless you are changing what you are attacking with. </p><p></p><p></p><p></p><p>Same issues here. But in my current campaign, I've made an effort to have a cheat sheet on my DM screen with each players passive values--not just for passive perception. I find it improves the game if for no other reason than it prompts me to make NPCs come across differently to different characters and parties. Passive insight helps me make the world react to the characters in a manner that feels more immersive. As I type this, I'm even thinking that it would be cool to make up some passive reaction cards to hand to players that give general insights (e.g., you fell that the NPC is hiding something, you don't trust this NPC, you feel this NPC is good at heart) etc. </p><p></p><p>Note, a bit off topic, but don't forget about offensive intimidation and persuasion. The player with hulking barbarian may enjoy you playing everyone cowering from him or avoiding him or looking afraid of him...and when someone doesn't, it may pique his interest and you may find him asking for insight checks and engaging more of the game outside combat. Same with persuasion. Some folks are so charismatic that people want to do things for them, help them, trust them, (or perhaps less positively) become infatuated with them, even when the character is not actively trying to persuade them.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 7788737, member: 6796661"] It breaks immersion for some. Especially in 5e, there is not a great depth of mechanical variety. The fun is coming up with all manner of interesting actions and the DM having to determine what mechanic applies to resolve it. Well, at my table you at least have to say what you attack with. I would not enjoy a players saying "I make a melee attack with my great sword, I rolled 10 and my modifier is...." They simply say "I attack it with my greatsword". They can (and it is better if they do) roll their attack and damage dice at the same time to keep things moving, but I may not ask for whether they hit or how much damage they do. Maybe the monster has immunities. Maybe something else is going on. The DM calls for the rolls. Admittedly, combat is different in this regard than exploration and social pillars. During combat, if it goes on for multiple rounds, to keep things moving, players will just make the rolls and use shortcuts in their speech. No need to specify what you are attacking with each round unless you are changing what you are attacking with. Same issues here. But in my current campaign, I've made an effort to have a cheat sheet on my DM screen with each players passive values--not just for passive perception. I find it improves the game if for no other reason than it prompts me to make NPCs come across differently to different characters and parties. Passive insight helps me make the world react to the characters in a manner that feels more immersive. As I type this, I'm even thinking that it would be cool to make up some passive reaction cards to hand to players that give general insights (e.g., you fell that the NPC is hiding something, you don't trust this NPC, you feel this NPC is good at heart) etc. Note, a bit off topic, but don't forget about offensive intimidation and persuasion. The player with hulking barbarian may enjoy you playing everyone cowering from him or avoiding him or looking afraid of him...and when someone doesn't, it may pique his interest and you may find him asking for insight checks and engaging more of the game outside combat. Same with persuasion. Some folks are so charismatic that people want to do things for them, help them, trust them, (or perhaps less positively) become infatuated with them, even when the character is not actively trying to persuade them. [/QUOTE]
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