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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="Guest 6801328" data-source="post: 7586574"><p>Fair enough. Maybe our only point of difference is that I'll just tell the rogue he finds a trap (because he's good at it) but you'll make him roll. I probably wouldn't actually put the trap there in that case, but whatever.</p><p></p><p></p><p></p><p>Yeah, I don't think you're understanding how this thing about hints and signaling works. The above is not it, anyway. No worries.</p><p></p><p></p><p></p><p>And look how many people complain endlessly that the fighter is too boring because he doesn't have enough special abilities. I suspect that some of those people are the same people that think the game is played by looking at their character sheet and choosing abilities/actions/skills, not describing what they want to do. But whatever.</p><p></p><p></p><p></p><p>Me, too! And if they're not engaging and fun I try not to waste time on them. Like you said, table time is precious. </p><p> (Honestly it can be hard to re-train some players to understand they can stop searching for secret doors and detecting traps on every 5' square in the game.)</p><p></p><p></p><p></p><p>If you're genuinely asking:</p><p>1) You don't drop hints about "every door in the entire world": most of them are totally uninteresting.</p><p>2) The hints are interesting and significant so they either stick in their minds, or can be recalled when needed.</p><p>3) There's something about the special door that tells them they should stop and think.</p><p>4) Normal humans put 2+2 together.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7586574"] Fair enough. Maybe our only point of difference is that I'll just tell the rogue he finds a trap (because he's good at it) but you'll make him roll. I probably wouldn't actually put the trap there in that case, but whatever. Yeah, I don't think you're understanding how this thing about hints and signaling works. The above is not it, anyway. No worries. And look how many people complain endlessly that the fighter is too boring because he doesn't have enough special abilities. I suspect that some of those people are the same people that think the game is played by looking at their character sheet and choosing abilities/actions/skills, not describing what they want to do. But whatever. Me, too! And if they're not engaging and fun I try not to waste time on them. Like you said, table time is precious. (Honestly it can be hard to re-train some players to understand they can stop searching for secret doors and detecting traps on every 5' square in the game.) If you're genuinely asking: 1) You don't drop hints about "every door in the entire world": most of them are totally uninteresting. 2) The hints are interesting and significant so they either stick in their minds, or can be recalled when needed. 3) There's something about the special door that tells them they should stop and think. 4) Normal humans put 2+2 together. [/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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