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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="Ovinomancer" data-source="post: 7591669" data-attributes="member: 16814"><p>As an added example of a failure, one of my players wanted their character to get in good with one of Sigil's factions. However, his previous associations meant this would be a challenge. He first attempted to gain an audience and failed his DC 15 CHA check (the DC was set because the faction was unfriendly and his approach was a pretty straightforward ask). This meant he was told that the prelate was busy at the moment, but that the PC was welcome to wait to see if a there was a time to work him in. I also told the PC that he was certain that this was a brushoff and that there wouldn't be any openings for him (a no-check Insight on the clerk). The player elected to call the bluff, and spent a his week of downtime to wait in the waiting room every day during business hours. I determined that this expenditure of resource was sufficient to overcome the challenge of getting a sit-down without another check, so, towards the end of the week, the PC got his meeting. Of course, nothing had changed, so the starting DC was still 15. The player made a reasoned argument that his association with the other faction was only due to being hired for a job, which he prides himself in always completing contracts, and offered his considerably useful services to the this faction in exchange for certain privileges. The factor was interested in this as the PC did have useful skills, and the explanation was enough, I felt, to lower the DC a bit, so I called for a CHA DC 12 check. The player bombed it (around an 8, I recall). As a consequence, I had the factor offer a very tough "interview" job with a 'do it or don't come back' statement and almost no informational assistance to accomplish the task. This wasn't what the player wanted (he wanted access for his character to certain resources, and not to have to involve the rest of the party in this) as he know had to ask other party members for help in accomplishing this goal. They agreed, but that led to another failure where the whole party was defeated and left for dead (they got better, for a given sense of the word). Now, that situation stands with the target of the task completely in the wind and unreachable without much hard work and the faction quest failed with no access whatsoever and any goodwill remaining gone. The player hasn't yet engaged back with this as another party member's needs are currently driving the group, but we'll be back to this in another session or two. I believe the PCs are discussing a rather daring plan to try to lure the target back to Sigil for a pit-fighitng betting opportunity and then grab him at the match -- which one of the PCs will be fighting in! Sounds like a great opportunity for some more rolls to go horribly wrong for them and maybe land the whole party on the wrong side of the Hardheads (Sigil's self-appointed police force)!</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7591669, member: 16814"] As an added example of a failure, one of my players wanted their character to get in good with one of Sigil's factions. However, his previous associations meant this would be a challenge. He first attempted to gain an audience and failed his DC 15 CHA check (the DC was set because the faction was unfriendly and his approach was a pretty straightforward ask). This meant he was told that the prelate was busy at the moment, but that the PC was welcome to wait to see if a there was a time to work him in. I also told the PC that he was certain that this was a brushoff and that there wouldn't be any openings for him (a no-check Insight on the clerk). The player elected to call the bluff, and spent a his week of downtime to wait in the waiting room every day during business hours. I determined that this expenditure of resource was sufficient to overcome the challenge of getting a sit-down without another check, so, towards the end of the week, the PC got his meeting. Of course, nothing had changed, so the starting DC was still 15. The player made a reasoned argument that his association with the other faction was only due to being hired for a job, which he prides himself in always completing contracts, and offered his considerably useful services to the this faction in exchange for certain privileges. The factor was interested in this as the PC did have useful skills, and the explanation was enough, I felt, to lower the DC a bit, so I called for a CHA DC 12 check. The player bombed it (around an 8, I recall). As a consequence, I had the factor offer a very tough "interview" job with a 'do it or don't come back' statement and almost no informational assistance to accomplish the task. This wasn't what the player wanted (he wanted access for his character to certain resources, and not to have to involve the rest of the party in this) as he know had to ask other party members for help in accomplishing this goal. They agreed, but that led to another failure where the whole party was defeated and left for dead (they got better, for a given sense of the word). Now, that situation stands with the target of the task completely in the wind and unreachable without much hard work and the faction quest failed with no access whatsoever and any goodwill remaining gone. The player hasn't yet engaged back with this as another party member's needs are currently driving the group, but we'll be back to this in another session or two. I believe the PCs are discussing a rather daring plan to try to lure the target back to Sigil for a pit-fighitng betting opportunity and then grab him at the match -- which one of the PCs will be fighting in! Sounds like a great opportunity for some more rolls to go horribly wrong for them and maybe land the whole party on the wrong side of the Hardheads (Sigil's self-appointed police force)! [/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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