When PCs ask if an NPC knows something...

dreaded_beast

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Do you ever have an NPC make a Knowledge check when PCs ask that NPC a question? Or do you just assume the NPC knows the answer if it is something that the NPC would reasonably know?

If it is something I want my players to know, I tend to be very giving with the information, such as a plot hook, like where the location of a "secret" dungeon is. However, if it is something I am not sure the NPC would know, but I want the PC to know it, I still tend to give the PC the answer they are looking for.

How do you handle it? What about if it is information that you don't want the PCs to discover just yet, but the NPC they are asking or interogating knows the answer?
 

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For me, it all depends on the plotline. Most DMs generally have at least a fair idea of what questions/concerns a PC will come to an NPC with. If the NPC has reason to know it, then he or she knows it. No question about that.

Giving out the answer, that is slightly different. I do something slightly different atleast...I give my players what the NPC whats them to believe (sometimes, on a very rare occasion (about as often Ocrus taking a vacation to the Positive Energy Plane), its the actual truth). What they are told depends on the NPC, not necessarily me. Honestly, I want my PCs to win in the end, but my bad guys obviously don't want that.

Of course, lying requires a Bluff, followed by the Sense Motive and such so, even if the NPC lies, there is at least a chance that the PCs will know something is wrong.
 
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IMC I do make an actual Knowledge check for anything except plot-specific information. The NPC's effort and answer depend greatly on his attitude.

A helpful character or a paid sage will take the time to answer as well as possible. (I use a house rule that allows taking 20 on a Knowledge check if one has access to a library; assistants or librarians could Aid Another.) If he finds the answer he will report it in detail, in written form if appropriate; otherwise he'll admit he does not know.

A friendly character will make a regular Knowledge check, using reference books if available, but will not take 20. He will report accurately on what he finds.

An indifferent character will take 10 on the check, and will not bother using references. If he knows the answer he'll give it.

An unfriendly character would like to mislead the PCs. He will either claim lack of knowledge, or make up a lie. Either way, the questioning PC gets a Sense Motive check against his Bluff check. Only if the Bluff fails do I bother making the Knowledge roll (because if the PCs believe his lie, it's not important whether he knows the truth).

Hostile characters won't answer questions at all. The attitude must first be changed by use of Diplomacy or Intimidate.

Of course the above is all generalities, and there are exceptions to every rule. A helpful NPC might refuse to answer questions about one sensitive topic; an unfriendly NPC might truthfully direct the PCs to their destination dungeon, in the hopes that they'll get killed by its guardian monsters.

Plot info works entirely differently. If progress depends on the characters learning a fact, then any appropriate expert will automatically know (or be able to research) that fact. There are few things more frustrating than having a campaign stall because your expensively-hired sage botched a Knowledge check.

When the PCs absolutely must be kept in the dark about a certain question-- well, that smells like railroading, so redesign the adventure if possible. ;) Otherwise, no one knows the answer. If an NPC does know the answer, he refuses to talk. If compelled, charmed, or skillfully tortured, he drops dead of a heart attack before the words leave his mouth, and speak with dead mysteriously fails to work on his corpse. (It's a hokey solution, I know, but there are few good remedies for bad adventure design.)
 

Well, sometimes they simply have the information, but if it is nothing plot-related, I usually try to keep answers within the knowledge of the NPC, that is asking someone with just a few ranks of knowledge (the planes) about some weird outer planes likely won't give any useful information.

Bye
Thanee
 

Well, I wouldn't necessarily call it bad adventure design. There are simply times when players think up a creative solution to a problem that the DM didn't think of. So some finnagling must be done to keep the adventure on track. Any DM who thinks he can make a perfect adventure is deluding himself. ;)
 

When an adventure won't work unless it stays "on track", that's railroading. It's all part of the same metaphor, see?

PCs who have freedom of choice should be able to act on whatever reasonable ideas they have, rather than being arbitrarily shut down when they step out of line. If you were expecting them to go through locations A, B, and C, but they take a "wrong" turn and jump straight to the final battle at D, I say more power to 'em. Maybe they won't have enough levels to kill the BBEG yet, but that's why the concept of strategic retreat is so important.
 

dreaded_beast said:
Do you ever have an NPC make a Knowledge check when PCs ask that NPC a question?
That´s what Gather Information is all about. If the PCs want/need the answer to a specific question, let them roll GI. If the DM doesn´t want the PCs to know, the NPCs just lie (Bluff vs. Sense Motive) or it´s a DC 40+ GI check. Many players neglect GI as a skill ;)

Orm
 

If NPCs should reasonably know the answer to a question, then the odds should be good that the PCs can get the question answered. If that forces the DM to do some fast thinking about his adventure, so be it.

IMC, I recently had the (lvl 1-4) PCs try to discover the true identity of the notorious rogue, Rosethorn Jack. They thought that they should just be able to make Gather Information, Knowledge (local) or Bardic Lore checks. Of course, if it was that simple, then Rosethorn Jack would already be in custody, right?

If the NPCs know what the BBEG is up to, they would probably be more than happy to have him stopped. So, it is pretty likely that the BBEG doesn't stroll into town on Sunday, explain his plans, and then leave. NPCs frequently "know" things that are patently false but widely believed. Sometimes, these things are spread by the BBEG to conceal his plans.

RC
 

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