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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="Charlaquin" data-source="post: 7598201" data-attributes="member: 6779196"><p>I gotta agree with Elfcrusher here, I don’t see how this is relevant.</p><p></p><p></p><p>Which is all well and good, but I’m not aiming to represent reality. I’m aiming to create a fun and satisfying roleplaying and gaming experience. This is not to say that your games are not fun or satisfying, merely that I have different priorities. Giving the player the opportunity to succeed or fail based on their decisions rather than random chance takes priority for me over simulating reality.</p><p></p><p></p><p>I’ve found that players, by virtue of being independent agents, can and will take the story in unexpected directions with or without the random element of the dice, and in fact, too many dice rolls can get in the way of that because it ties the outcomes to a probability curve instead of to the plauers’ whims.</p><p></p><p></p><p>Of the options you present here, this is probably the closest to my approach, although I don’t judge the outcomes of actions based on what I think will be more interesting. I judge based on how appropriate the goal is to the approach, to create a fictional world the players can count on to react in a predictable way to their input, the better to allow them to influence the story in a way that will be interesting to them.</p><p></p><p></p><p>One could do that. I might enjoy playing in a game like that. I would not enjoy running a game like that and I don’t think very many of my players would enjoy playing in it.</p><p></p><p></p><p>This is definitely not the only other reason.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7598201, member: 6779196"] I gotta agree with Elfcrusher here, I don’t see how this is relevant. Which is all well and good, but I’m not aiming to represent reality. I’m aiming to create a fun and satisfying roleplaying and gaming experience. This is not to say that your games are not fun or satisfying, merely that I have different priorities. Giving the player the opportunity to succeed or fail based on their decisions rather than random chance takes priority for me over simulating reality. I’ve found that players, by virtue of being independent agents, can and will take the story in unexpected directions with or without the random element of the dice, and in fact, too many dice rolls can get in the way of that because it ties the outcomes to a probability curve instead of to the plauers’ whims. Of the options you present here, this is probably the closest to my approach, although I don’t judge the outcomes of actions based on what I think will be more interesting. I judge based on how appropriate the goal is to the approach, to create a fictional world the players can count on to react in a predictable way to their input, the better to allow them to influence the story in a way that will be interesting to them. One could do that. I might enjoy playing in a game like that. I would not enjoy running a game like that and I don’t think very many of my players would enjoy playing in it. This is definitely not the only other reason. [/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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