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General Tabletop Discussion
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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="Oofta" data-source="post: 7586385" data-attributes="member: 6801845"><p>The point is that it made sense to the story for there to be a trap but it's not a critical part of the story. I'm also rewarding the rogue for investing in skills. It's fast and simple so we can focus on the interesting parts of the story. If the player (and the group) have fun going into detail, we have fun with it. If they just want to roll dice we just roll dice.</p><p></p><p>Sometimes a trapped door is just a trapped door, sometimes a lock is just a lock. You come across a chest in some random location. Unless there's label on it saying "I'm trapped, please remove hinges first" I have no idea what you do. Since you never give real world details other than vague "hints and clues", we can only guess. </p><p></p><p>As far as "what's the point", what's the point of: </p><p style="margin-left: 20px">Player: "I attack the orc and get an 18" </p> <p style="margin-left: 20px">DM: "You hit"</p> <p style="margin-left: 20px">Player: "I do 8 points of damage"</p> <p style="margin-left: 20px"></p><p></p><p>Not every round of combat is that simple, not every trap is special. I sprinkle in combat details on a regular basis especially for particularly cinematic moments, but just as often the interaction is as simple as that above.</p><p></p><p>I save detailed interactions to parts of the game that are engaging and fun. Cop shows don't focus on (except in passing) the officer doing paperwork. I don't focus on finding/removing traps, opening traps or climbing walls. I don't expect players to remember "hints" I've dropped about every door in the entire world. How would that even work?</p></blockquote><p></p>
[QUOTE="Oofta, post: 7586385, member: 6801845"] The point is that it made sense to the story for there to be a trap but it's not a critical part of the story. I'm also rewarding the rogue for investing in skills. It's fast and simple so we can focus on the interesting parts of the story. If the player (and the group) have fun going into detail, we have fun with it. If they just want to roll dice we just roll dice. Sometimes a trapped door is just a trapped door, sometimes a lock is just a lock. You come across a chest in some random location. Unless there's label on it saying "I'm trapped, please remove hinges first" I have no idea what you do. Since you never give real world details other than vague "hints and clues", we can only guess. As far as "what's the point", what's the point of: [INDENT]Player: "I attack the orc and get an 18" DM: "You hit" Player: "I do 8 points of damage" [/INDENT] Not every round of combat is that simple, not every trap is special. I sprinkle in combat details on a regular basis especially for particularly cinematic moments, but just as often the interaction is as simple as that above. I save detailed interactions to parts of the game that are engaging and fun. Cop shows don't focus on (except in passing) the officer doing paperwork. I don't focus on finding/removing traps, opening traps or climbing walls. I don't expect players to remember "hints" I've dropped about every door in the entire world. How would that even work? [/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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