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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="Guest 6801328" data-source="post: 7584017"><p>Ok, there's no way I can catch up on even 4 more pages. I have one more contribution and then I think I'd better bow out of this thread before it sucks down enough time to write a novel:</p><p></p><p>I am guessing that [MENTION=22779]Hussar[/MENTION] and [MENTION=97077]iserith[/MENTION] are coming from very different campaign/adventure structures. Hussar has made a bunch of references to dungeon crawls with repetitive checks. In which case his stance makes some sense. Just taking lockpicking as an example, if the players encounter <em>lots</em> of locked doors and chests in a game then, yeah, I can see why it might get tedious to feel like you have to run through the same checklist of actions every time. </p><p></p><p>On the other hand, Hussar himself talks about getting through those rolls quickly to "get to the good stuff". As he said, "nobody ever tells the story of the time the picked the lock." My question would be: if picking locks isn't considered "good stuff", why even include it? What value do all those locks add? (I think that was [MENTION=6776133]Bawylie[/MENTION]'s point.)</p><p></p><p>I think [MENTION=97077]iserith[/MENTION]'s approach is probably different. I suspect if there's a lock the players encounter, it can either easily be picked by one of the players, thus requiring no roll, or it can <em>not</em> be picked by any of the players, in which case there is no roll, or it's a highlight of the plot, and the players have already obtained clues about this particular lock, so "roleplaying" through attempting to open it isn't a matter of blindman's bluff, running through everything the players can think of. The players will say, "Oh, wait! Remember we found that Thingamajig! I bet that will help us pick the lock!" And, presto...it does! No roll needed.</p><p></p><p>This example is weak, but do I think that structured this way it is quite conceivable that the players might, years later, fondly remember the time they successfully picked a lock.</p><p></p><p>That's it for me. Good luck, all.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7584017"] Ok, there's no way I can catch up on even 4 more pages. I have one more contribution and then I think I'd better bow out of this thread before it sucks down enough time to write a novel: I am guessing that [MENTION=22779]Hussar[/MENTION] and [MENTION=97077]iserith[/MENTION] are coming from very different campaign/adventure structures. Hussar has made a bunch of references to dungeon crawls with repetitive checks. In which case his stance makes some sense. Just taking lockpicking as an example, if the players encounter [I]lots[/I] of locked doors and chests in a game then, yeah, I can see why it might get tedious to feel like you have to run through the same checklist of actions every time. On the other hand, Hussar himself talks about getting through those rolls quickly to "get to the good stuff". As he said, "nobody ever tells the story of the time the picked the lock." My question would be: if picking locks isn't considered "good stuff", why even include it? What value do all those locks add? (I think that was [MENTION=6776133]Bawylie[/MENTION]'s point.) I think [MENTION=97077]iserith[/MENTION]'s approach is probably different. I suspect if there's a lock the players encounter, it can either easily be picked by one of the players, thus requiring no roll, or it can [I]not[/I] be picked by any of the players, in which case there is no roll, or it's a highlight of the plot, and the players have already obtained clues about this particular lock, so "roleplaying" through attempting to open it isn't a matter of blindman's bluff, running through everything the players can think of. The players will say, "Oh, wait! Remember we found that Thingamajig! I bet that will help us pick the lock!" And, presto...it does! No roll needed. This example is weak, but do I think that structured this way it is quite conceivable that the players might, years later, fondly remember the time they successfully picked a lock. That's it for me. Good luck, all. [/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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