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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="Guest 6801328" data-source="post: 7588880"><p>Well, that shows you weren't really reading/understanding. I said...pretty specifically...that maybe the DM would still require some sort of skill check for one of those other methods.</p><p></p><p>And here's the thing: I made up those answers without relying on any kind of expertise about vials of poison components or anything. I just made it up. It's not my graduate training in toxicology that let me suggest those things, it was just me making stuff up. So there's no <em>skill</em> required, just a willingness to engage with the fiction. You (and Hussar) keep insisting that the middle path requires "player skill", whether in improv acting or mechanical engineering or something else, but that couldn't be further from the truth.</p><p></p><p>Sure, it requires a willingness to spin a yarn. I'll grant you that.</p><p></p><p>But if you really want to rip that out of the game, why not just play board games? Lots of dice rolling there.</p><p></p><p>EDIT: And here's something else for you...you're so worried about "investment" in skills, but if the adventure prescribes a specific skill with a specific DC to solve a problem, it means you have fewer chances to use your skills. If the description of the combination lock says, "DC 18 Intelligence check required to open" and you interpret it as a mandatory skill roll, it means that the rogue with sleight-of-hand or thieves' tools has no chance to solve it using that skill he invested so much in. I would think that you, of all people, would want to be able to say, "I'd like to try to overcome this challenge by doing something I'm <em>good</em> at, rather than the thing the book says."</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7588880"] Well, that shows you weren't really reading/understanding. I said...pretty specifically...that maybe the DM would still require some sort of skill check for one of those other methods. And here's the thing: I made up those answers without relying on any kind of expertise about vials of poison components or anything. I just made it up. It's not my graduate training in toxicology that let me suggest those things, it was just me making stuff up. So there's no [I]skill[/I] required, just a willingness to engage with the fiction. You (and Hussar) keep insisting that the middle path requires "player skill", whether in improv acting or mechanical engineering or something else, but that couldn't be further from the truth. Sure, it requires a willingness to spin a yarn. I'll grant you that. But if you really want to rip that out of the game, why not just play board games? Lots of dice rolling there. EDIT: And here's something else for you...you're so worried about "investment" in skills, but if the adventure prescribes a specific skill with a specific DC to solve a problem, it means you have fewer chances to use your skills. If the description of the combination lock says, "DC 18 Intelligence check required to open" and you interpret it as a mandatory skill roll, it means that the rogue with sleight-of-hand or thieves' tools has no chance to solve it using that skill he invested so much in. I would think that you, of all people, would want to be able to say, "I'd like to try to overcome this challenge by doing something I'm [I]good[/I] at, rather than the thing the book says." [/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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