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General Tabletop Discussion
*Dungeons & Dragons
Players: Why Do You Want to Roll a d20?
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<blockquote data-quote="Charlaquin" data-source="post: 7793580" data-attributes="member: 6779196"><p>Ooh! I like this question. Ok, so first of all, if I was the DM and you asked me this, I would tell you that I appreciate you double-checking, but I have no problem with your character knowing that if you would like him to. That said, if the idea that your character would know that breaks your suspension of disbelief, I would be happy to work with you to come up with a backstory reason your character might know it, or if you would prefer, you are welcome to decide that your character doesn’t know it.</p><p></p><p></p><p>Well first of all, I would be telegraphing the hobgoblins’ behavior, to indicate that they are acting very differently from normal hobgoblins. It would be perfectly reasonable, in my opinion, for your character to take their odd behavior as an indication that they might be possessed or otherwise controlled by some other consciousness, and to try casting protection from evil and good on them, or dispel magic, or remove curse, or splashing a bucket of water on them, or what ever else you might think of to try to get them to return to their senses. If you want to confirm your character’s suspicions that the hobgoblins’ behavior is an indication of external influence (which would be smart play, in my opinion) then there are all manner of ways you might try to do so. There are lots of spells that might be able to help you confirm or deny your suspicions - detect magic, detect thoughts, detect evil and good, divine sense... You could try sprinkling holy water on them if you suspect fiendish influence. You could try some sort of social interaction and try to judge their reactions. It’s ultimately up to you what tests you might want to try, I don’t have any particular “win button” in mind. But what your character thinks is going on with them and what your character does about that is 100% up to you, and that includes casting protection from evil and good. I’m never going to question why you decided to do that, nor tell you you can’t do something because your character “wouldn’t know that” or “wouldn’t think to do that.” And I would be happy to confirm all of that in an out of character sidebar if you asked.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7793580, member: 6779196"] Ooh! I like this question. Ok, so first of all, if I was the DM and you asked me this, I would tell you that I appreciate you double-checking, but I have no problem with your character knowing that if you would like him to. That said, if the idea that your character would know that breaks your suspension of disbelief, I would be happy to work with you to come up with a backstory reason your character might know it, or if you would prefer, you are welcome to decide that your character doesn’t know it. Well first of all, I would be telegraphing the hobgoblins’ behavior, to indicate that they are acting very differently from normal hobgoblins. It would be perfectly reasonable, in my opinion, for your character to take their odd behavior as an indication that they might be possessed or otherwise controlled by some other consciousness, and to try casting protection from evil and good on them, or dispel magic, or remove curse, or splashing a bucket of water on them, or what ever else you might think of to try to get them to return to their senses. If you want to confirm your character’s suspicions that the hobgoblins’ behavior is an indication of external influence (which would be smart play, in my opinion) then there are all manner of ways you might try to do so. There are lots of spells that might be able to help you confirm or deny your suspicions - detect magic, detect thoughts, detect evil and good, divine sense... You could try sprinkling holy water on them if you suspect fiendish influence. You could try some sort of social interaction and try to judge their reactions. It’s ultimately up to you what tests you might want to try, I don’t have any particular “win button” in mind. But what your character thinks is going on with them and what your character does about that is 100% up to you, and that includes casting protection from evil and good. I’m never going to question why you decided to do that, nor tell you you can’t do something because your character “wouldn’t know that” or “wouldn’t think to do that.” And I would be happy to confirm all of that in an out of character sidebar if you asked. [/QUOTE]
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