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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="Charlaquin" data-source="post: 7598592" data-attributes="member: 6779196"><p>I remind the players of what consequences their characters should be able to ascertain, which may or may not be obvious to the players. Usually it is, but on the occasions that it isn’t, the players tend to be glad I did.</p><p></p><p></p><p>Do you like From Software games? They’re a good example of the kind of feel I aim to capture. Where, sure, you may be surprised by a trap or hazzard, but when you are you can think back and realize what you missed that could have tipped you off. I find that infinitely more interesting than just taking damage from something I could never have anticipated and my only recourse from is a lucky Dexterity save. If that’s not to your taste though, that’s fine, my games probably wouldn’t be for you.</p><p></p><p></p><p>See, I’d say I’m <em>utilizing</em>, rather than ignoring, psychology, to allow you the opportunity to consciously decide if you want your character to behave recklessly, rather than risk you doing so by mistake, due to lack of information. And again, I’ve never had a player protest this. I’ve had players grumble about other aspects of my DMing, most often the fact that I require them to state an approach in terms of what their characters do, but I’ve never had anyone complain that I’m preventing them from making bad decisions by accident. Turns out, players don’t tend to like making bad decisions by accident.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7598592, member: 6779196"] I remind the players of what consequences their characters should be able to ascertain, which may or may not be obvious to the players. Usually it is, but on the occasions that it isn’t, the players tend to be glad I did. Do you like From Software games? They’re a good example of the kind of feel I aim to capture. Where, sure, you may be surprised by a trap or hazzard, but when you are you can think back and realize what you missed that could have tipped you off. I find that infinitely more interesting than just taking damage from something I could never have anticipated and my only recourse from is a lucky Dexterity save. If that’s not to your taste though, that’s fine, my games probably wouldn’t be for you. See, I’d say I’m [i]utilizing[/i], rather than ignoring, psychology, to allow you the opportunity to consciously decide if you want your character to behave recklessly, rather than risk you doing so by mistake, due to lack of information. And again, I’ve never had a player protest this. I’ve had players grumble about other aspects of my DMing, most often the fact that I require them to state an approach in terms of what their characters do, but I’ve never had anyone complain that I’m preventing them from making bad decisions by accident. Turns out, players don’t tend to like making bad decisions by accident. [/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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