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General Tabletop Discussion
*TTRPGs General
Mystery/Detective in DnD
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<blockquote data-quote="The_Fan" data-source="post: 4334811" data-attributes="member: 11607"><p>I think it's easier in 4e than it is in previous editions, because of a general nerfing of divinations. No Detect Evil ruining things outright, for example. Rituals can still interfere with mysteries, but they're easier to plan for because of the higher cost and long casting times involved. And they come with their own quirks. Hand of Fate, for example, will lead you to the next clue...even if said clue comes from an ambush.</p><p></p><p>One thing to remember about a good mystery is if things seem to be going slow, send in guys with guns and then when the dust settles, figure out why they're there. In other words, if your players don't have a clue, have some mooks with slightly more information than they do come after them. It's easier in 4e for the players to take them alive, so expect them to be interrogated afterwords. Excellent way to drop clues.</p></blockquote><p></p>
[QUOTE="The_Fan, post: 4334811, member: 11607"] I think it's easier in 4e than it is in previous editions, because of a general nerfing of divinations. No Detect Evil ruining things outright, for example. Rituals can still interfere with mysteries, but they're easier to plan for because of the higher cost and long casting times involved. And they come with their own quirks. Hand of Fate, for example, will lead you to the next clue...even if said clue comes from an ambush. One thing to remember about a good mystery is if things seem to be going slow, send in guys with guns and then when the dust settles, figure out why they're there. In other words, if your players don't have a clue, have some mooks with slightly more information than they do come after them. It's easier in 4e for the players to take them alive, so expect them to be interrogated afterwords. Excellent way to drop clues. [/QUOTE]
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