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If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
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<blockquote data-quote="Ovinomancer" data-source="post: 7583809" data-attributes="member: 16814"><p>No, quite simply it's my job as GM to describe the horse as dead. I don't see how that's even something that should be rolled for.</p><p></p><p>As for uncertainty, I addressed this above. If the task is such that there's no consequence of failure then it isn't something I need to generate uncertainty, I have plenty of interesting things to get to. Take a possibly trapped door, for instance. If I have players roll, and they roll poorly, and I say "nope, nothing" what play follows? The players are now hesitant and perhaps ask to check again. For a door that is not trapped I'm now burning playtime with player uncertainty about an untrapped door.</p><p></p><p>If it's trapped and they roll badly, then something happens the players would rather not happen. A wandering monster check, maybe, or the trap activates, or something else, but the players aren't now in a metagane place going "aha, there's something up with this door," because they're already <em>dealing with the fallout of the something.</em> I never hit the dreaded metagame because all rolls have consequences for failure. The need to roll to create player uncertainty and avoid the metagame just doesn't even factor in my play.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7583809, member: 16814"] No, quite simply it's my job as GM to describe the horse as dead. I don't see how that's even something that should be rolled for. As for uncertainty, I addressed this above. If the task is such that there's no consequence of failure then it isn't something I need to generate uncertainty, I have plenty of interesting things to get to. Take a possibly trapped door, for instance. If I have players roll, and they roll poorly, and I say "nope, nothing" what play follows? The players are now hesitant and perhaps ask to check again. For a door that is not trapped I'm now burning playtime with player uncertainty about an untrapped door. If it's trapped and they roll badly, then something happens the players would rather not happen. A wandering monster check, maybe, or the trap activates, or something else, but the players aren't now in a metagane place going "aha, there's something up with this door," because they're already [i]dealing with the fallout of the something.[/i] I never hit the dreaded metagame because all rolls have consequences for failure. The need to roll to create player uncertainty and avoid the metagame just doesn't even factor in my play. [/QUOTE]
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If an NPC is telling the truth, what's the Insight DC to know they're telling the truth?
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