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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="5ekyu" data-source="post: 7592298" data-attributes="member: 6919838"><p>Not Oofta but how in the example just provided does that differ from asking for a check wpproach.</p><p></p><p>First example - context - no dangerous wolves or creatures in area. PCs not hiding. Check has no chance of success. So, this falls into let them make the roll and move on. Maybe describe the difference in nearby noises. Might make them worried. But more to the point, if they achieve a high score and were proficient, I might well give them a reward... something does hear them and come by... not dangerous but interesting. Or maybe, right after their howl, lights appear below in the woods. See, their "goal" might be impossible but that in no way prevents something cool ftom coming of the effort - since we are determining results of actions not a more strict "did you achieve goal."</p><p></p><p>Second example, context shifts - threats are around. The check is set as a degree of difficulty to sound enough like wolves to not draw unwelcome attention or get lucky enough that they dont get to you. Now, success can be treated like above. But failures likely get setbacks. But hopefully, some of the others point out the risk.</p><p></p><p>As for creativity, Oofta has like I have made multiple references to giving advsantage etc for various choices, now I personally dont give rewards for creativity. If something gets advantage, it will do so the first time, the twentieth time etc, not just when it fits some creativity check mark. </p><p></p><p>But, I am sure your viewpoint of your play proves to you that you are right about its merits. But it remains mostly a self-referential cycle.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7592298, member: 6919838"] Not Oofta but how in the example just provided does that differ from asking for a check wpproach. First example - context - no dangerous wolves or creatures in area. PCs not hiding. Check has no chance of success. So, this falls into let them make the roll and move on. Maybe describe the difference in nearby noises. Might make them worried. But more to the point, if they achieve a high score and were proficient, I might well give them a reward... something does hear them and come by... not dangerous but interesting. Or maybe, right after their howl, lights appear below in the woods. See, their "goal" might be impossible but that in no way prevents something cool ftom coming of the effort - since we are determining results of actions not a more strict "did you achieve goal." Second example, context shifts - threats are around. The check is set as a degree of difficulty to sound enough like wolves to not draw unwelcome attention or get lucky enough that they dont get to you. Now, success can be treated like above. But failures likely get setbacks. But hopefully, some of the others point out the risk. As for creativity, Oofta has like I have made multiple references to giving advsantage etc for various choices, now I personally dont give rewards for creativity. If something gets advantage, it will do so the first time, the twentieth time etc, not just when it fits some creativity check mark. But, I am sure your viewpoint of your play proves to you that you are right about its merits. But it remains mostly a self-referential cycle. [/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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