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psionic interrogation
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<blockquote data-quote="iserith" data-source="post: 6661171" data-attributes="member: 97077"><p>I would ask the player framed questions after telling them that the mystic's ability to read their thoughts precludes deception. It's an opportunity for players to reveal secrets about their characters and flesh out their backgrounds and bonds without the other characters necessarily knowing it (even though the other players will). Lidda might take this opportunity to reveal that she is secretly afraid that Krusk's barbarian rage will get them all killed one day, for example. Krusk's player will get to hear this, but Krusk will not. Krusk's player can then use that information to play to Lidda's fears in future scenes or have some kind of turnaround that shows Lidda's fears are unfounded.</p><p></p><p>After having read their surface thoughts, the mystic then gets advantage on Wisdom (Insight) checks in future interactions including the Weird Insight contest. I would ignore the advantage to Charisma (Intimidation, Persuasion) checks - I don't make those against PCs.</p><p></p><p></p><p></p><p>While these abilities seem a little redundant, I would suggest that Read Thoughts just scratches the surface and gives the mystic advantage on Wisdom (Insight) checks, Weird Thoughts is far more invasive. Describe this more as an attack than a scan and that the mystic is trying to learn some valuable secret or fact outside of what was already learned with Read Thoughts. Ask what the character does as the mystic invades his or her mind. If there is resistance or evasion, boil that down to an appropriate ability check contested by the mystic's Wisdom (Insight) with advantage. Let the player know that if her or she fails the contest, he or she must give up a valuable secret or fact. As above, this is also a good opportunity to divulge something juicy that helps flesh out the character.</p></blockquote><p></p>
[QUOTE="iserith, post: 6661171, member: 97077"] I would ask the player framed questions after telling them that the mystic's ability to read their thoughts precludes deception. It's an opportunity for players to reveal secrets about their characters and flesh out their backgrounds and bonds without the other characters necessarily knowing it (even though the other players will). Lidda might take this opportunity to reveal that she is secretly afraid that Krusk's barbarian rage will get them all killed one day, for example. Krusk's player will get to hear this, but Krusk will not. Krusk's player can then use that information to play to Lidda's fears in future scenes or have some kind of turnaround that shows Lidda's fears are unfounded. After having read their surface thoughts, the mystic then gets advantage on Wisdom (Insight) checks in future interactions including the Weird Insight contest. I would ignore the advantage to Charisma (Intimidation, Persuasion) checks - I don't make those against PCs. While these abilities seem a little redundant, I would suggest that Read Thoughts just scratches the surface and gives the mystic advantage on Wisdom (Insight) checks, Weird Thoughts is far more invasive. Describe this more as an attack than a scan and that the mystic is trying to learn some valuable secret or fact outside of what was already learned with Read Thoughts. Ask what the character does as the mystic invades his or her mind. If there is resistance or evasion, boil that down to an appropriate ability check contested by the mystic's Wisdom (Insight) with advantage. Let the player know that if her or she fails the contest, he or she must give up a valuable secret or fact. As above, this is also a good opportunity to divulge something juicy that helps flesh out the character. [/QUOTE]
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