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General Tabletop Discussion
*Dungeons & Dragons
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="Imaculata" data-source="post: 7584119" data-attributes="member: 6801286"><p>Characters with a specialisation in a particular skill will always have an advantage compared to characters that don't. But within the fiction of the game, there are situations where it simply doesn't make sense for a character to fail based on his stated approach. For example, if a character is unable to open a wooden box, and so he decides to smash it, obviously that will work. Why would you still need a skillcheck for that? I don't believe in making my players roll for something if the outcome for failure is identical to that of success. That is a waste of everyone's time, and it also devalues the act of rolling dice in my opinion. When players roll in my campaign, it always matters. When it doesn't matter, they don't roll any dice.</p><p></p><p>One of the players in my group has invested a lot in disabling traps. So when he needs to open a simple wooden box that is locked, why would I ask him to make a roll? He has such a high bonus on the skill, that he simply cannot fail at some DC's. It's an auto success basically, so what does rolling the dice add? We all know what the outcome is going to be before he rolls a single die. </p><p></p><p></p><p></p><p>So does this entire argument just revolve around you using houserules?</p><p></p><p></p><p></p><p>I think this is a bit of an unfair argument. Every style of DM'ing benefits from practice and repetition; you get better at it over time. So one example of a bad ruling is no indication that the style itself is bad. Speaking as someone who uses a similar style of DM'ing as @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=97077" target="_blank">iserith</a></u></strong></em>, I've been getting a lot of compliments from my players lately over the way I make rulings. They've noticed a positive difference. I think that says something.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7584119, member: 6801286"] Characters with a specialisation in a particular skill will always have an advantage compared to characters that don't. But within the fiction of the game, there are situations where it simply doesn't make sense for a character to fail based on his stated approach. For example, if a character is unable to open a wooden box, and so he decides to smash it, obviously that will work. Why would you still need a skillcheck for that? I don't believe in making my players roll for something if the outcome for failure is identical to that of success. That is a waste of everyone's time, and it also devalues the act of rolling dice in my opinion. When players roll in my campaign, it always matters. When it doesn't matter, they don't roll any dice. One of the players in my group has invested a lot in disabling traps. So when he needs to open a simple wooden box that is locked, why would I ask him to make a roll? He has such a high bonus on the skill, that he simply cannot fail at some DC's. It's an auto success basically, so what does rolling the dice add? We all know what the outcome is going to be before he rolls a single die. So does this entire argument just revolve around you using houserules? I think this is a bit of an unfair argument. Every style of DM'ing benefits from practice and repetition; you get better at it over time. So one example of a bad ruling is no indication that the style itself is bad. Speaking as someone who uses a similar style of DM'ing as @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=97077"]iserith[/URL][/U][/B][/I], I've been getting a lot of compliments from my players lately over the way I make rulings. They've noticed a positive difference. I think that says something. [/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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