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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="Charlaquin" data-source="post: 7588426" data-attributes="member: 6779196"><p>Understood, and accepted. Likewise I apologize if my comments come off as attacking anyone. It’s an emotionally charged subject, but I assume we are all arguing in good faith.</p><p></p><p></p><p>Two things: first of all, the reason to invest in skills/abilities/etc is to shore up your chances for when outcomes are uncertain. Obviously the goal is to avoid uncertainty, but a certain amount of it is inevitable. Sooner or later, you will come across a scenario where you just gotta take the risk and try to mitigate it the best you can. Actually, it happens pretty often at my table. When it does, having an investment in relevant skills and abilities helps to mitigate that risk. It also naturally informs the kinds of approaches one tends to take. Someone with high Str and low Dex is more likely to take direct approaches to physical challenges because they have a greater chance of success when the outcome of a direct application of physical force is uncertain than when the outcome of a sensitive application of physical manipulation is uncertain.</p><p></p><p>Additionally, the fact that only minimal investment in a certain skill or attribute is required to be able to succeed is in my view a feature, not a bug. I much prefer that competence be the baseline and your character build allow you to decide in what arenas you want to have the best chances of success in the face of adversity, than for incompetence to be the baseline and your character build to allow you to choose what you can even attempt.</p><p></p><p></p><p>I used to hate traps before adopting the goal and approach style. Now I love them. They’re certainly not the focus of adventures I run, but they are features that I and my players enjoy interacting with. The present opportunities to make decisions as you imagine your character would, which is what roleplaying is all about.</p><p></p><p></p><p>Mechanics are very important to me. I like a crunchy game, to the point that 5e often feels very limited to me. Just because a goal and approach with no uncertainty in the outcome does not need a roll to be resolved does not mean that the game mechanics don’t matter. Trust me, you’re going to have plenty of opportunities to roll the dice at my table. But when they come up, they will always be tense, because they happen only when there is both uncertainty and risk.</p><p></p><p>I would also argue that the process of determining whether an action has a chance of success, chance of failure, and cost or consequence for failure, <em>is</em> a game mechanic. The most important game mechanic, in fact, because it’s the one mechanic that could not be executed by a powerful enough computer.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7588426, member: 6779196"] Understood, and accepted. Likewise I apologize if my comments come off as attacking anyone. It’s an emotionally charged subject, but I assume we are all arguing in good faith. Two things: first of all, the reason to invest in skills/abilities/etc is to shore up your chances for when outcomes are uncertain. Obviously the goal is to avoid uncertainty, but a certain amount of it is inevitable. Sooner or later, you will come across a scenario where you just gotta take the risk and try to mitigate it the best you can. Actually, it happens pretty often at my table. When it does, having an investment in relevant skills and abilities helps to mitigate that risk. It also naturally informs the kinds of approaches one tends to take. Someone with high Str and low Dex is more likely to take direct approaches to physical challenges because they have a greater chance of success when the outcome of a direct application of physical force is uncertain than when the outcome of a sensitive application of physical manipulation is uncertain. Additionally, the fact that only minimal investment in a certain skill or attribute is required to be able to succeed is in my view a feature, not a bug. I much prefer that competence be the baseline and your character build allow you to decide in what arenas you want to have the best chances of success in the face of adversity, than for incompetence to be the baseline and your character build to allow you to choose what you can even attempt. I used to hate traps before adopting the goal and approach style. Now I love them. They’re certainly not the focus of adventures I run, but they are features that I and my players enjoy interacting with. The present opportunities to make decisions as you imagine your character would, which is what roleplaying is all about. Mechanics are very important to me. I like a crunchy game, to the point that 5e often feels very limited to me. Just because a goal and approach with no uncertainty in the outcome does not need a roll to be resolved does not mean that the game mechanics don’t matter. Trust me, you’re going to have plenty of opportunities to roll the dice at my table. But when they come up, they will always be tense, because they happen only when there is both uncertainty and risk. I would also argue that the process of determining whether an action has a chance of success, chance of failure, and cost or consequence for failure, [I]is[/I] a game mechanic. The most important game mechanic, in fact, because it’s the one mechanic that could not be executed by a powerful enough computer. [/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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