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Community
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Sense Motive
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<blockquote data-quote="Cheiromancer" data-source="post: 1622774" data-attributes="member: 141"><p>Well, roll for the players, of course, so they don't know if they are getting an accurate reading or not of the NPC's motives. And give them extra information about what motivates the NPC. The higher the roll, the more relevant and informative the information might be. For instance, you could tell the PCs that:</p><p></p><p>-the NPC is afraid they will hurt him (and that someone has hurt him before in a similar circumstance...)</p><p></p><p>-the NPC is hoping for a monetary reward for helping you...</p><p></p><p>-the NPC thinks that the situation is more complicated than a simple rescue (maybe a fierce guardian or particularly difficult trap guards the princess?)</p><p></p><p>-the NPC has an ulterior motive for what he says (revenge against a third party, perhaps)</p><p></p><p>-the NPC hopes to help you in the short run, but escape as soon as possible.</p><p></p><p>In short, make having the skill worthwhile for the players to have in that it gives them more information, but don't give everything away. Remember to prepare a few bits of plausible but false information that PCs who roll low might walk away with.</p><p></p><p>If the player's roll comes up 1, I tell them "you sense that the NPC is really a polymorphed pit fiend." That's a running joke in the campaign. When they are high level I am going to throw an NPC at them who is *really* a polymorphed pit fiend, and see how they respond.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1622774, member: 141"] Well, roll for the players, of course, so they don't know if they are getting an accurate reading or not of the NPC's motives. And give them extra information about what motivates the NPC. The higher the roll, the more relevant and informative the information might be. For instance, you could tell the PCs that: -the NPC is afraid they will hurt him (and that someone has hurt him before in a similar circumstance...) -the NPC is hoping for a monetary reward for helping you... -the NPC thinks that the situation is more complicated than a simple rescue (maybe a fierce guardian or particularly difficult trap guards the princess?) -the NPC has an ulterior motive for what he says (revenge against a third party, perhaps) -the NPC hopes to help you in the short run, but escape as soon as possible. In short, make having the skill worthwhile for the players to have in that it gives them more information, but don't give everything away. Remember to prepare a few bits of plausible but false information that PCs who roll low might walk away with. If the player's roll comes up 1, I tell them "you sense that the NPC is really a polymorphed pit fiend." That's a running joke in the campaign. When they are high level I am going to throw an NPC at them who is *really* a polymorphed pit fiend, and see how they respond. [/QUOTE]
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