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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="pemerton" data-source="post: 7595707" data-attributes="member: 42582"><p>My experience is consistent with what I quoted Luke Crane saying upthead (BW Gold, pp 31-32, 72):</p><p></p><p style="margin-left: 20px">When the dice are rolled and don’t produce enough successes to meet the obstacle, the character fails. What does this mean? It means the stated intent does not come to pass. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Failure is not the end of the line, but it is complication that pushes the story in another direction. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">When a test is failed, the GM introduces a complication. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Try not to present flat negative results - "You don’t pick the lock." Strive to introduce complications through failure as much as possible. . . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Success or failure doesn’t really matter. So long as the intent of the task is clearly stated, the story is going somewhere.</p><p></p><p>Of course, success or failure <em>does</em> matter to the PC. The point is that failure doesn't bring the adventure and actions of the PC to a halt. So while failure makes the situation worse <em>from the point of view of the PC</em>, it simply makes things <em>different</em> from the point of view of the player as a player of the game.</p><p></p><p>For instance, if the guards turn up before the lock is picked, this is obviously bad for the PC. But for the player this is <em>playing the game</em> - exactly the sort of adventure that a player expects when signing on for some FRPGing.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7595707, member: 42582"] My experience is consistent with what I quoted Luke Crane saying upthead (BW Gold, pp 31-32, 72): [indent]When the dice are rolled and don’t produce enough successes to meet the obstacle, the character fails. What does this mean? It means the stated intent does not come to pass. . . . Failure is not the end of the line, but it is complication that pushes the story in another direction. . . . When a test is failed, the GM introduces a complication. . . . Try not to present flat negative results - "You don’t pick the lock." Strive to introduce complications through failure as much as possible. . . . Success or failure doesn’t really matter. So long as the intent of the task is clearly stated, the story is going somewhere.[/indent] Of course, success or failure [I]does[/I] matter to the PC. The point is that failure doesn't bring the adventure and actions of the PC to a halt. So while failure makes the situation worse [I]from the point of view of the PC[/I], it simply makes things [I]different[/I] from the point of view of the player as a player of the game. For instance, if the guards turn up before the lock is picked, this is obviously bad for the PC. But for the player this is [I]playing the game[/I] - exactly the sort of adventure that a player expects when signing on for some FRPGing. [/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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