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General Tabletop Discussion
*Dungeons & Dragons
No Equivalent of Detect/Discern Lies in 5E?
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<blockquote data-quote="Dessert Nomad" data-source="post: 8329317" data-attributes="member: 6976536"><p>It's also only one target - if you're trying to rescue five nobles chained in five separate cells (something you see in games and read in books fairly often), the rogue can handle it without much trouble in a reasonable time, but a caster is going to have to burn all of their 2nd, 3rd, and 4th level slots plus one 5th level slot to do the same thing. One of the big advantage of a lot of non-spell abilities (especially skills) is that they can be done repeatedly without issue. If your adventures always have one major lock to deal with then knock can just solve it with a fairly minor resource cost, but multiple mundane locks will require a huge resource expenditure and aren't at all contrived.</p><p></p><p>Also, if you look at knock there are lock designs that it won't work on, and you can design a door such that casting knock on it triggers a trap. For example, a heavy door that stays shut due to it's own weight that has a 'garage door' type of opener with a complicated activation device won't be opened with knock since it works on "A target that is held shut by a mundane lock". If you have a door held shut by a bar, it can include pressure plate or wire that is triggered when the bar is removed without activating a particular mechanism. Knock will remove the bar, but won't activate the mechanism to stop the trap since it isn't holding the door shut or barring the door, so the party will get hit by the trap. While you're not going to see this on regular doors, it's something that should turn up in expensive, elaborate trapped doors in places like tombs.</p><p></p><p>I think 5e has done a lot of keep magic interesting, available, and usable without making it completely dominate gameplay. I think scaling back the 'detect alignment' and 'detect lies' type spells is a part of that.</p></blockquote><p></p>
[QUOTE="Dessert Nomad, post: 8329317, member: 6976536"] It's also only one target - if you're trying to rescue five nobles chained in five separate cells (something you see in games and read in books fairly often), the rogue can handle it without much trouble in a reasonable time, but a caster is going to have to burn all of their 2nd, 3rd, and 4th level slots plus one 5th level slot to do the same thing. One of the big advantage of a lot of non-spell abilities (especially skills) is that they can be done repeatedly without issue. If your adventures always have one major lock to deal with then knock can just solve it with a fairly minor resource cost, but multiple mundane locks will require a huge resource expenditure and aren't at all contrived. Also, if you look at knock there are lock designs that it won't work on, and you can design a door such that casting knock on it triggers a trap. For example, a heavy door that stays shut due to it's own weight that has a 'garage door' type of opener with a complicated activation device won't be opened with knock since it works on "A target that is held shut by a mundane lock". If you have a door held shut by a bar, it can include pressure plate or wire that is triggered when the bar is removed without activating a particular mechanism. Knock will remove the bar, but won't activate the mechanism to stop the trap since it isn't holding the door shut or barring the door, so the party will get hit by the trap. While you're not going to see this on regular doors, it's something that should turn up in expensive, elaborate trapped doors in places like tombs. I think 5e has done a lot of keep magic interesting, available, and usable without making it completely dominate gameplay. I think scaling back the 'detect alignment' and 'detect lies' type spells is a part of that. [/QUOTE]
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No Equivalent of Detect/Discern Lies in 5E?
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