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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="iserith" data-source="post: 7588823" data-attributes="member: 97077"><p>I prefer the player to describe the attempt, then we go to the roll. Once that's resolved, I narrate the impact of the attack on the enemy (but not anything about what the character does unless referencing what the player already stated).</p><p></p><p>I used to ask players to jump in and narrate the result of the adventurers' action after a critical hit or sometimes a death blow, but that actually created a weird speed bump in the conversation flow that before that point was all going according to the play loop. So I stopped doing it.</p><p></p><p>The main thing I see DMs fall down on the job with in combat is not starting the play loop again with a description of the environment on the next turn. After the player's turn is done, it's time to recap anything important or that has changed during that turn to set up the next player to describe what they want to do. Otherwise it just becomes something like, "Okay, John, you're up..." as if you're standing in line at the deli. A pithy sentence to describe the environment at the start of the turn makes a huge difference in the play experience in my view.</p></blockquote><p></p>
[QUOTE="iserith, post: 7588823, member: 97077"] I prefer the player to describe the attempt, then we go to the roll. Once that's resolved, I narrate the impact of the attack on the enemy (but not anything about what the character does unless referencing what the player already stated). I used to ask players to jump in and narrate the result of the adventurers' action after a critical hit or sometimes a death blow, but that actually created a weird speed bump in the conversation flow that before that point was all going according to the play loop. So I stopped doing it. The main thing I see DMs fall down on the job with in combat is not starting the play loop again with a description of the environment on the next turn. After the player's turn is done, it's time to recap anything important or that has changed during that turn to set up the next player to describe what they want to do. Otherwise it just becomes something like, "Okay, John, you're up..." as if you're standing in line at the deli. A pithy sentence to describe the environment at the start of the turn makes a huge difference in the play experience in my view. [/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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