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Mysteries, Zone of Truth, and Savvy Players?
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<blockquote data-quote="Imaculata" data-source="post: 8008006" data-attributes="member: 6801286"><p><strong>In 3e:</strong> "Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose."</p><p></p><p><strong>In 5e:</strong> "You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth."</p><p></p><p>So this basically leaves npc's wide open to trying to avoid answering the question, or giving answers to things that weren't asked, as long as they speak the truth. They can even just try to fill the 10 minutes with nonsense.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8008006, member: 6801286"] [B]In 3e:[/B] "Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose." [B]In 5e:[/B] "You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth." So this basically leaves npc's wide open to trying to avoid answering the question, or giving answers to things that weren't asked, as long as they speak the truth. They can even just try to fill the 10 minutes with nonsense. [/QUOTE]
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