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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: 7594166" data-attributes="member: 16814"><p>Well, okay, then, you win?</p><p></p><p></p><p></p><p></p><p>Maybe, if the approach is deemed to have no chance of failure or no cost for the attempt or consequence for failure. As someone that runs in this style, this happens often for many things that are not of significance -- for instance, you'd not need a check to walk into the troll king's throne room. You would very, very, very likely need a check to explain before the troll king's guards attack you for doing so.</p><p></p><p>The focus of the game shifts towards narratively interesting moments, where it's very, very likely that uncertainty in outcome exists, so checks exist. I know the focus of this thread seems to be on traps or doorknobs or finding treasure under beds, but that's honestly just not a big part of my game at all. Convincing the troll king to let your friend go would be, and that seems like something that's very, very likely to be uncertain regardless of approach.</p><p></p><p>Also, there's no "correct" approach. I have no idea in mind what will work for problem I present -- or, rather, I don't try to guess what my players will do. If their approach sounds reasonable, they'll at least get a check out of it, regardless of what I might have chosen to have done in their stead. Problems are what I present, not puzzles with solutions.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7594166, member: 16814"] Well, okay, then, you win? Maybe, if the approach is deemed to have no chance of failure or no cost for the attempt or consequence for failure. As someone that runs in this style, this happens often for many things that are not of significance -- for instance, you'd not need a check to walk into the troll king's throne room. You would very, very, very likely need a check to explain before the troll king's guards attack you for doing so. The focus of the game shifts towards narratively interesting moments, where it's very, very likely that uncertainty in outcome exists, so checks exist. I know the focus of this thread seems to be on traps or doorknobs or finding treasure under beds, but that's honestly just not a big part of my game at all. Convincing the troll king to let your friend go would be, and that seems like something that's very, very likely to be uncertain regardless of approach. Also, there's no "correct" approach. I have no idea in mind what will work for problem I present -- or, rather, I don't try to guess what my players will do. If their approach sounds reasonable, they'll at least get a check out of it, regardless of what I might have chosen to have done in their stead. Problems are what I present, not puzzles with solutions. [/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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