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Why Exploration Is the Worst Pillar
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<blockquote data-quote="Swarmkeeper" data-source="post: 8376524" data-attributes="member: 6921763"><p>I tend to agree. Published Adventures tend to do some things that clash with the PHB/DMG rules - like setting DCs for tasks for which a goal and approach has not even been declared yet by a player. But I’d say it’s really up to the DM to decide what to do with Ned.</p><p></p><p>In this specific case, if a player wanted to say their PC was suspicious of Ned right from the get-go, a DM might adjudicate in any number of ways: Ned appears nervous, or Ned has a lump on his head and appears confused, or Ned knows the jig is up and bolts from the room, or perhaps call for an opposed check where failure means the PC can’t get a read on him and success means there’s something Ned seems to be hiding. It may indeed be impossible for them to sense Ned’s motives until the PCs have spent more time with him and the DM has had a chance to telegraph some of Ned’s quirks. </p><p></p><p>In any case, the players can decide their PCs think whatever they want. And the DM might decide to validate those thoughts immediately or slowly reveal that the thoughts are correct or not over the course of play.</p><p></p><p>More generally, I’ve always tweaked things a bit in published adventures - after reading the adventure thoroughly - to make them work differently/better for our table.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8376524, member: 6921763"] I tend to agree. Published Adventures tend to do some things that clash with the PHB/DMG rules - like setting DCs for tasks for which a goal and approach has not even been declared yet by a player. But I’d say it’s really up to the DM to decide what to do with Ned. In this specific case, if a player wanted to say their PC was suspicious of Ned right from the get-go, a DM might adjudicate in any number of ways: Ned appears nervous, or Ned has a lump on his head and appears confused, or Ned knows the jig is up and bolts from the room, or perhaps call for an opposed check where failure means the PC can’t get a read on him and success means there’s something Ned seems to be hiding. It may indeed be impossible for them to sense Ned’s motives until the PCs have spent more time with him and the DM has had a chance to telegraph some of Ned’s quirks. In any case, the players can decide their PCs think whatever they want. And the DM might decide to validate those thoughts immediately or slowly reveal that the thoughts are correct or not over the course of play. More generally, I’ve always tweaked things a bit in published adventures - after reading the adventure thoroughly - to make them work differently/better for our table. [/QUOTE]
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