Does a player know if their Intimidation attempt worked?












14














I am going to be a first-time DM for my group. While I was planning the first session, I just thought about my players interrogating (torturing) a creature.



If a character tries an Intimidation (or Persuasion) check, do they know if they succeeded in intimidating (or persuading) their target? Could the captive enemy act convinced and lie to them?










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  • "do they know if they succeed?" — succeed with what? what did they try to achieve?
    – enkryptor
    8 hours ago
















14














I am going to be a first-time DM for my group. While I was planning the first session, I just thought about my players interrogating (torturing) a creature.



If a character tries an Intimidation (or Persuasion) check, do they know if they succeeded in intimidating (or persuading) their target? Could the captive enemy act convinced and lie to them?










share|improve this question









New contributor




Mr Bad Programmer is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.




















  • "do they know if they succeed?" — succeed with what? what did they try to achieve?
    – enkryptor
    8 hours ago














14












14








14







I am going to be a first-time DM for my group. While I was planning the first session, I just thought about my players interrogating (torturing) a creature.



If a character tries an Intimidation (or Persuasion) check, do they know if they succeeded in intimidating (or persuading) their target? Could the captive enemy act convinced and lie to them?










share|improve this question









New contributor




Mr Bad Programmer is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.











I am going to be a first-time DM for my group. While I was planning the first session, I just thought about my players interrogating (torturing) a creature.



If a character tries an Intimidation (or Persuasion) check, do they know if they succeeded in intimidating (or persuading) their target? Could the captive enemy act convinced and lie to them?







dnd-5e skills npc social-combat






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edited 32 mins ago









V2Blast

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asked 16 hours ago









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  • "do they know if they succeed?" — succeed with what? what did they try to achieve?
    – enkryptor
    8 hours ago


















  • "do they know if they succeed?" — succeed with what? what did they try to achieve?
    – enkryptor
    8 hours ago
















"do they know if they succeed?" — succeed with what? what did they try to achieve?
– enkryptor
8 hours ago




"do they know if they succeed?" — succeed with what? what did they try to achieve?
– enkryptor
8 hours ago










6 Answers
6






active

oldest

votes


















11














In my experience, the players should know the result of their roll. You don't need to tell them bluntly yes you succeeded or no, you can add flavour to it - say they rolled a 10 on intimidation and if it's not enough to get the prisoner to spill everything to the PCs, you can comment 'he twitches at you, eyes dancing between you, but his lips are sealed'



Alternatively if you want the prisoner to try and defend against an intimidation/persuasion, you can have him make a roll against the PCs roll.






share|improve this answer

















  • 5




    I would argue completely the opposite to your first part, but then agree with the latter. The players shouldn't be told about the result of their roll at all; Not only will they get an idea of the attributes of the thing they're dealing with, but it takes all the role playing out of it. They should just be told what the reaction of the NPC is to them.
    – UKMonkey
    9 hours ago






  • 1




    @UKMonkey perhaps I'm wrong but the answer seems to say the flavor/reaction /IS/ what tells them whether they succeeded, not an absolute yes/no answer
    – Medix2
    9 hours ago






  • 3




    @Medix2 reread the first sentence. "In my experience, the players should know the result of their roll." This is not the same as knowing the reaction to what they attempted.
    – UKMonkey
    9 hours ago






  • 1




    @UKMonkey That is also how I would interpret it, so I understand where you're coming from, but we have to remember meaning relativity: the precise meaning of the word "result" is fairly relative to the frame of mind while reading the sentence, since the word "result" can in practice refer to not only things that are immediately caused by the thing, but also things that are indirectly or partially caused by it. The difference between "result of a result of" and "partially the result of" and just "result of" is almost always just a difference in what details or abstractions we're thinking of.
    – mtraceur
    6 hours ago



















5














Usually yes, a player should know if their check succeeded or failed.



You could make it more ambiguous if you wanted to though as you mentioned in your last sentence. If your NPC is trying to hide some information and the intimidation check failed, you could roll a deception check for them. In this case the NPC might pretend to be frightened and give false information under the pre-tense that the player characters believe they intimidated them. In this case, only a successful insight check competed against the deception check would reveal the truth.






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  • Noting that, in reality, Intimidation is quite likely to result in some manner of answer from most "normal" citizens in an attempt to appease the PC. Even a NPC not knowing the information may attempt to "volunteer" something. As such... Intimidation should really be coupled with Insight for best results.
    – Matthieu M.
    9 hours ago



















5














They know it worked, but they can't know the consequences



Let's say the PC is scaring a poor goblin. You, the DM, ask the player to roll a Charisma (Intimidation) check. The player rolls 18, 22 total — a pretty high result, so the player can guess he succeeded. You, the DM, describe the goblin being trembling with fear.



From the game perspective, the character can say the goblin is definitely scared.
So yes, he knows his intimidation worked. But does this mean the goblin cannot lie?



Being good at intimidation does not turn you into a lie detector. Moreover, a scared person probably will lie, because of the fear. They won't tell you the truth, they will tell you they think you want to hear.



For example, Horde of the Dragon Queen adventure describes this kind of reaction:




Captured kobolds are terrified: they say whatever they think the questioner wants to hear







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    4














    The PCs may or may not know whether they have failed depending on how the skill check is set up. Obviously the PCs would know if they failed to intimidate a bandit into backing down, but they wouldn't necessarily know whether they're being deceived or not.



    The scenario you gave seems like a good place for a Contest, as described in the Player's Handbook, p.174.



    The PC and the monster make an ability roll each, and then compare the results to determine who wins. If the monster is just going to hold out against torture, then it would probably be a Constitution roll versus Charisma(Intimidation). If the monster wants to pretend to break while actually lying, that's obviously a Charisma(Deception) roll versus the PCs' Charisma(Intimidation).



    Since the PCs shouldn't necessarily know if they've been bluffed, it's a good idea to roll your monster's deception behind a screen in this case, and of course don't tell them you're rolling Deception.






    share|improve this answer





























      1














      Players know what players know and Characters know what Characters know.



      Joe is playing Silk the Thief. Silk encounters a vault door for Farln the Mad Trapper. Joe rolls Find Traps and gets a decent but unimpressive roll. GM: "You find no traps." Joe: "Wait, There arn't any traps? Or there IS a trap and I didn't find it?" GM: "Silk found no traps." GM leans back with a grin Joe can decide that Silk is feeling paranoid and search again, or he can decide Silk is good enough to find even the worst Farln has to offer and open the door.. its up to him.



      Some successes are obvious.. you hit the orc. Some, are not. If the party is successful on the intimidation, the creature should give honest information, or reveal its lack of information. If they fail, the creature may lie, or clam up, unintentionally give bad info, or any other non-helpful response you can think of. Now, if it lies, you would give your PCs a Sense Motive / Detect Lies roll as appropriate, but I would usually make that roll for them so they don't Meta-Game know they failed. Depends on your players honestly.






      share|improve this answer





















      • "Sense Motive / Detect Lies roll" - Neither of those are 5e skills. I assume you're thinking of Insight :)
        – V2Blast
        31 mins ago



















      1














      Whether they got the prisoner to talk is obvious.



      Is he talking? Then you got him to talk. (Mechanically you can handle this several ways, but the simplest is to just assume that they crank up the pressure until he talks. Unless you're under very tight time limits or the prisoner is likely to escape, there's not really any other outcome.)



      Whether he's lying, or holding something back, is not obvious.



      This is where your players learn an important fact about torture.



      Before we roll skill checks we should know what success and failure look like. The interrogation is going to continue until the party believes they've gotten the answers they want from the prisoner. Success means that those answers are correct. Failure means they're incorrect or incomplete.



      If the guy has no reason to lie or hold back, then they can't fail. Just tell them everything he knows.



      Suppose he does want to lie. That's a Deception check. Since the PHB doesn't spell this out: the DC for a Deception check to hide information is the Passive Insight of whoever you're talking to. Hopefully the players will be smart enough to have their highest-Insight guy involved in the interrogation.



      (If anyone asks if they can "make an Insight check", I recommend giving a steely glare and asking what exactly their character is doing to "gain insight".)



      The Deception check should be a hidden roll. If it fails, then you tell the player a plausible lie. If it succeeds, tell them the truth. Either way, tell them they're pretty sure from the guy's body language and tone of voice that it's true. This summarizes the whole process of asking questions, getting lied to or distracted, scaring the guy again, asking more questions, etc. into one roll that determines the outcome we care about.






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        6 Answers
        6






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        6 Answers
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        11














        In my experience, the players should know the result of their roll. You don't need to tell them bluntly yes you succeeded or no, you can add flavour to it - say they rolled a 10 on intimidation and if it's not enough to get the prisoner to spill everything to the PCs, you can comment 'he twitches at you, eyes dancing between you, but his lips are sealed'



        Alternatively if you want the prisoner to try and defend against an intimidation/persuasion, you can have him make a roll against the PCs roll.






        share|improve this answer

















        • 5




          I would argue completely the opposite to your first part, but then agree with the latter. The players shouldn't be told about the result of their roll at all; Not only will they get an idea of the attributes of the thing they're dealing with, but it takes all the role playing out of it. They should just be told what the reaction of the NPC is to them.
          – UKMonkey
          9 hours ago






        • 1




          @UKMonkey perhaps I'm wrong but the answer seems to say the flavor/reaction /IS/ what tells them whether they succeeded, not an absolute yes/no answer
          – Medix2
          9 hours ago






        • 3




          @Medix2 reread the first sentence. "In my experience, the players should know the result of their roll." This is not the same as knowing the reaction to what they attempted.
          – UKMonkey
          9 hours ago






        • 1




          @UKMonkey That is also how I would interpret it, so I understand where you're coming from, but we have to remember meaning relativity: the precise meaning of the word "result" is fairly relative to the frame of mind while reading the sentence, since the word "result" can in practice refer to not only things that are immediately caused by the thing, but also things that are indirectly or partially caused by it. The difference between "result of a result of" and "partially the result of" and just "result of" is almost always just a difference in what details or abstractions we're thinking of.
          – mtraceur
          6 hours ago
















        11














        In my experience, the players should know the result of their roll. You don't need to tell them bluntly yes you succeeded or no, you can add flavour to it - say they rolled a 10 on intimidation and if it's not enough to get the prisoner to spill everything to the PCs, you can comment 'he twitches at you, eyes dancing between you, but his lips are sealed'



        Alternatively if you want the prisoner to try and defend against an intimidation/persuasion, you can have him make a roll against the PCs roll.






        share|improve this answer

















        • 5




          I would argue completely the opposite to your first part, but then agree with the latter. The players shouldn't be told about the result of their roll at all; Not only will they get an idea of the attributes of the thing they're dealing with, but it takes all the role playing out of it. They should just be told what the reaction of the NPC is to them.
          – UKMonkey
          9 hours ago






        • 1




          @UKMonkey perhaps I'm wrong but the answer seems to say the flavor/reaction /IS/ what tells them whether they succeeded, not an absolute yes/no answer
          – Medix2
          9 hours ago






        • 3




          @Medix2 reread the first sentence. "In my experience, the players should know the result of their roll." This is not the same as knowing the reaction to what they attempted.
          – UKMonkey
          9 hours ago






        • 1




          @UKMonkey That is also how I would interpret it, so I understand where you're coming from, but we have to remember meaning relativity: the precise meaning of the word "result" is fairly relative to the frame of mind while reading the sentence, since the word "result" can in practice refer to not only things that are immediately caused by the thing, but also things that are indirectly or partially caused by it. The difference between "result of a result of" and "partially the result of" and just "result of" is almost always just a difference in what details or abstractions we're thinking of.
          – mtraceur
          6 hours ago














        11












        11








        11






        In my experience, the players should know the result of their roll. You don't need to tell them bluntly yes you succeeded or no, you can add flavour to it - say they rolled a 10 on intimidation and if it's not enough to get the prisoner to spill everything to the PCs, you can comment 'he twitches at you, eyes dancing between you, but his lips are sealed'



        Alternatively if you want the prisoner to try and defend against an intimidation/persuasion, you can have him make a roll against the PCs roll.






        share|improve this answer












        In my experience, the players should know the result of their roll. You don't need to tell them bluntly yes you succeeded or no, you can add flavour to it - say they rolled a 10 on intimidation and if it's not enough to get the prisoner to spill everything to the PCs, you can comment 'he twitches at you, eyes dancing between you, but his lips are sealed'



        Alternatively if you want the prisoner to try and defend against an intimidation/persuasion, you can have him make a roll against the PCs roll.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered 16 hours ago









        bigchickcannibalistic

        37610




        37610








        • 5




          I would argue completely the opposite to your first part, but then agree with the latter. The players shouldn't be told about the result of their roll at all; Not only will they get an idea of the attributes of the thing they're dealing with, but it takes all the role playing out of it. They should just be told what the reaction of the NPC is to them.
          – UKMonkey
          9 hours ago






        • 1




          @UKMonkey perhaps I'm wrong but the answer seems to say the flavor/reaction /IS/ what tells them whether they succeeded, not an absolute yes/no answer
          – Medix2
          9 hours ago






        • 3




          @Medix2 reread the first sentence. "In my experience, the players should know the result of their roll." This is not the same as knowing the reaction to what they attempted.
          – UKMonkey
          9 hours ago






        • 1




          @UKMonkey That is also how I would interpret it, so I understand where you're coming from, but we have to remember meaning relativity: the precise meaning of the word "result" is fairly relative to the frame of mind while reading the sentence, since the word "result" can in practice refer to not only things that are immediately caused by the thing, but also things that are indirectly or partially caused by it. The difference between "result of a result of" and "partially the result of" and just "result of" is almost always just a difference in what details or abstractions we're thinking of.
          – mtraceur
          6 hours ago














        • 5




          I would argue completely the opposite to your first part, but then agree with the latter. The players shouldn't be told about the result of their roll at all; Not only will they get an idea of the attributes of the thing they're dealing with, but it takes all the role playing out of it. They should just be told what the reaction of the NPC is to them.
          – UKMonkey
          9 hours ago






        • 1




          @UKMonkey perhaps I'm wrong but the answer seems to say the flavor/reaction /IS/ what tells them whether they succeeded, not an absolute yes/no answer
          – Medix2
          9 hours ago






        • 3




          @Medix2 reread the first sentence. "In my experience, the players should know the result of their roll." This is not the same as knowing the reaction to what they attempted.
          – UKMonkey
          9 hours ago






        • 1




          @UKMonkey That is also how I would interpret it, so I understand where you're coming from, but we have to remember meaning relativity: the precise meaning of the word "result" is fairly relative to the frame of mind while reading the sentence, since the word "result" can in practice refer to not only things that are immediately caused by the thing, but also things that are indirectly or partially caused by it. The difference between "result of a result of" and "partially the result of" and just "result of" is almost always just a difference in what details or abstractions we're thinking of.
          – mtraceur
          6 hours ago








        5




        5




        I would argue completely the opposite to your first part, but then agree with the latter. The players shouldn't be told about the result of their roll at all; Not only will they get an idea of the attributes of the thing they're dealing with, but it takes all the role playing out of it. They should just be told what the reaction of the NPC is to them.
        – UKMonkey
        9 hours ago




        I would argue completely the opposite to your first part, but then agree with the latter. The players shouldn't be told about the result of their roll at all; Not only will they get an idea of the attributes of the thing they're dealing with, but it takes all the role playing out of it. They should just be told what the reaction of the NPC is to them.
        – UKMonkey
        9 hours ago




        1




        1




        @UKMonkey perhaps I'm wrong but the answer seems to say the flavor/reaction /IS/ what tells them whether they succeeded, not an absolute yes/no answer
        – Medix2
        9 hours ago




        @UKMonkey perhaps I'm wrong but the answer seems to say the flavor/reaction /IS/ what tells them whether they succeeded, not an absolute yes/no answer
        – Medix2
        9 hours ago




        3




        3




        @Medix2 reread the first sentence. "In my experience, the players should know the result of their roll." This is not the same as knowing the reaction to what they attempted.
        – UKMonkey
        9 hours ago




        @Medix2 reread the first sentence. "In my experience, the players should know the result of their roll." This is not the same as knowing the reaction to what they attempted.
        – UKMonkey
        9 hours ago




        1




        1




        @UKMonkey That is also how I would interpret it, so I understand where you're coming from, but we have to remember meaning relativity: the precise meaning of the word "result" is fairly relative to the frame of mind while reading the sentence, since the word "result" can in practice refer to not only things that are immediately caused by the thing, but also things that are indirectly or partially caused by it. The difference between "result of a result of" and "partially the result of" and just "result of" is almost always just a difference in what details or abstractions we're thinking of.
        – mtraceur
        6 hours ago




        @UKMonkey That is also how I would interpret it, so I understand where you're coming from, but we have to remember meaning relativity: the precise meaning of the word "result" is fairly relative to the frame of mind while reading the sentence, since the word "result" can in practice refer to not only things that are immediately caused by the thing, but also things that are indirectly or partially caused by it. The difference between "result of a result of" and "partially the result of" and just "result of" is almost always just a difference in what details or abstractions we're thinking of.
        – mtraceur
        6 hours ago













        5














        Usually yes, a player should know if their check succeeded or failed.



        You could make it more ambiguous if you wanted to though as you mentioned in your last sentence. If your NPC is trying to hide some information and the intimidation check failed, you could roll a deception check for them. In this case the NPC might pretend to be frightened and give false information under the pre-tense that the player characters believe they intimidated them. In this case, only a successful insight check competed against the deception check would reveal the truth.






        share|improve this answer





















        • Noting that, in reality, Intimidation is quite likely to result in some manner of answer from most "normal" citizens in an attempt to appease the PC. Even a NPC not knowing the information may attempt to "volunteer" something. As such... Intimidation should really be coupled with Insight for best results.
          – Matthieu M.
          9 hours ago
















        5














        Usually yes, a player should know if their check succeeded or failed.



        You could make it more ambiguous if you wanted to though as you mentioned in your last sentence. If your NPC is trying to hide some information and the intimidation check failed, you could roll a deception check for them. In this case the NPC might pretend to be frightened and give false information under the pre-tense that the player characters believe they intimidated them. In this case, only a successful insight check competed against the deception check would reveal the truth.






        share|improve this answer





















        • Noting that, in reality, Intimidation is quite likely to result in some manner of answer from most "normal" citizens in an attempt to appease the PC. Even a NPC not knowing the information may attempt to "volunteer" something. As such... Intimidation should really be coupled with Insight for best results.
          – Matthieu M.
          9 hours ago














        5












        5








        5






        Usually yes, a player should know if their check succeeded or failed.



        You could make it more ambiguous if you wanted to though as you mentioned in your last sentence. If your NPC is trying to hide some information and the intimidation check failed, you could roll a deception check for them. In this case the NPC might pretend to be frightened and give false information under the pre-tense that the player characters believe they intimidated them. In this case, only a successful insight check competed against the deception check would reveal the truth.






        share|improve this answer












        Usually yes, a player should know if their check succeeded or failed.



        You could make it more ambiguous if you wanted to though as you mentioned in your last sentence. If your NPC is trying to hide some information and the intimidation check failed, you could roll a deception check for them. In this case the NPC might pretend to be frightened and give false information under the pre-tense that the player characters believe they intimidated them. In this case, only a successful insight check competed against the deception check would reveal the truth.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered 13 hours ago









        BradenA8

        953419




        953419












        • Noting that, in reality, Intimidation is quite likely to result in some manner of answer from most "normal" citizens in an attempt to appease the PC. Even a NPC not knowing the information may attempt to "volunteer" something. As such... Intimidation should really be coupled with Insight for best results.
          – Matthieu M.
          9 hours ago


















        • Noting that, in reality, Intimidation is quite likely to result in some manner of answer from most "normal" citizens in an attempt to appease the PC. Even a NPC not knowing the information may attempt to "volunteer" something. As such... Intimidation should really be coupled with Insight for best results.
          – Matthieu M.
          9 hours ago
















        Noting that, in reality, Intimidation is quite likely to result in some manner of answer from most "normal" citizens in an attempt to appease the PC. Even a NPC not knowing the information may attempt to "volunteer" something. As such... Intimidation should really be coupled with Insight for best results.
        – Matthieu M.
        9 hours ago




        Noting that, in reality, Intimidation is quite likely to result in some manner of answer from most "normal" citizens in an attempt to appease the PC. Even a NPC not knowing the information may attempt to "volunteer" something. As such... Intimidation should really be coupled with Insight for best results.
        – Matthieu M.
        9 hours ago











        5














        They know it worked, but they can't know the consequences



        Let's say the PC is scaring a poor goblin. You, the DM, ask the player to roll a Charisma (Intimidation) check. The player rolls 18, 22 total — a pretty high result, so the player can guess he succeeded. You, the DM, describe the goblin being trembling with fear.



        From the game perspective, the character can say the goblin is definitely scared.
        So yes, he knows his intimidation worked. But does this mean the goblin cannot lie?



        Being good at intimidation does not turn you into a lie detector. Moreover, a scared person probably will lie, because of the fear. They won't tell you the truth, they will tell you they think you want to hear.



        For example, Horde of the Dragon Queen adventure describes this kind of reaction:




        Captured kobolds are terrified: they say whatever they think the questioner wants to hear







        share|improve this answer




























          5














          They know it worked, but they can't know the consequences



          Let's say the PC is scaring a poor goblin. You, the DM, ask the player to roll a Charisma (Intimidation) check. The player rolls 18, 22 total — a pretty high result, so the player can guess he succeeded. You, the DM, describe the goblin being trembling with fear.



          From the game perspective, the character can say the goblin is definitely scared.
          So yes, he knows his intimidation worked. But does this mean the goblin cannot lie?



          Being good at intimidation does not turn you into a lie detector. Moreover, a scared person probably will lie, because of the fear. They won't tell you the truth, they will tell you they think you want to hear.



          For example, Horde of the Dragon Queen adventure describes this kind of reaction:




          Captured kobolds are terrified: they say whatever they think the questioner wants to hear







          share|improve this answer


























            5












            5








            5






            They know it worked, but they can't know the consequences



            Let's say the PC is scaring a poor goblin. You, the DM, ask the player to roll a Charisma (Intimidation) check. The player rolls 18, 22 total — a pretty high result, so the player can guess he succeeded. You, the DM, describe the goblin being trembling with fear.



            From the game perspective, the character can say the goblin is definitely scared.
            So yes, he knows his intimidation worked. But does this mean the goblin cannot lie?



            Being good at intimidation does not turn you into a lie detector. Moreover, a scared person probably will lie, because of the fear. They won't tell you the truth, they will tell you they think you want to hear.



            For example, Horde of the Dragon Queen adventure describes this kind of reaction:




            Captured kobolds are terrified: they say whatever they think the questioner wants to hear







            share|improve this answer














            They know it worked, but they can't know the consequences



            Let's say the PC is scaring a poor goblin. You, the DM, ask the player to roll a Charisma (Intimidation) check. The player rolls 18, 22 total — a pretty high result, so the player can guess he succeeded. You, the DM, describe the goblin being trembling with fear.



            From the game perspective, the character can say the goblin is definitely scared.
            So yes, he knows his intimidation worked. But does this mean the goblin cannot lie?



            Being good at intimidation does not turn you into a lie detector. Moreover, a scared person probably will lie, because of the fear. They won't tell you the truth, they will tell you they think you want to hear.



            For example, Horde of the Dragon Queen adventure describes this kind of reaction:




            Captured kobolds are terrified: they say whatever they think the questioner wants to hear








            share|improve this answer














            share|improve this answer



            share|improve this answer








            edited 2 hours ago

























            answered 8 hours ago









            enkryptor

            24.3k1183198




            24.3k1183198























                4














                The PCs may or may not know whether they have failed depending on how the skill check is set up. Obviously the PCs would know if they failed to intimidate a bandit into backing down, but they wouldn't necessarily know whether they're being deceived or not.



                The scenario you gave seems like a good place for a Contest, as described in the Player's Handbook, p.174.



                The PC and the monster make an ability roll each, and then compare the results to determine who wins. If the monster is just going to hold out against torture, then it would probably be a Constitution roll versus Charisma(Intimidation). If the monster wants to pretend to break while actually lying, that's obviously a Charisma(Deception) roll versus the PCs' Charisma(Intimidation).



                Since the PCs shouldn't necessarily know if they've been bluffed, it's a good idea to roll your monster's deception behind a screen in this case, and of course don't tell them you're rolling Deception.






                share|improve this answer


























                  4














                  The PCs may or may not know whether they have failed depending on how the skill check is set up. Obviously the PCs would know if they failed to intimidate a bandit into backing down, but they wouldn't necessarily know whether they're being deceived or not.



                  The scenario you gave seems like a good place for a Contest, as described in the Player's Handbook, p.174.



                  The PC and the monster make an ability roll each, and then compare the results to determine who wins. If the monster is just going to hold out against torture, then it would probably be a Constitution roll versus Charisma(Intimidation). If the monster wants to pretend to break while actually lying, that's obviously a Charisma(Deception) roll versus the PCs' Charisma(Intimidation).



                  Since the PCs shouldn't necessarily know if they've been bluffed, it's a good idea to roll your monster's deception behind a screen in this case, and of course don't tell them you're rolling Deception.






                  share|improve this answer
























                    4












                    4








                    4






                    The PCs may or may not know whether they have failed depending on how the skill check is set up. Obviously the PCs would know if they failed to intimidate a bandit into backing down, but they wouldn't necessarily know whether they're being deceived or not.



                    The scenario you gave seems like a good place for a Contest, as described in the Player's Handbook, p.174.



                    The PC and the monster make an ability roll each, and then compare the results to determine who wins. If the monster is just going to hold out against torture, then it would probably be a Constitution roll versus Charisma(Intimidation). If the monster wants to pretend to break while actually lying, that's obviously a Charisma(Deception) roll versus the PCs' Charisma(Intimidation).



                    Since the PCs shouldn't necessarily know if they've been bluffed, it's a good idea to roll your monster's deception behind a screen in this case, and of course don't tell them you're rolling Deception.






                    share|improve this answer












                    The PCs may or may not know whether they have failed depending on how the skill check is set up. Obviously the PCs would know if they failed to intimidate a bandit into backing down, but they wouldn't necessarily know whether they're being deceived or not.



                    The scenario you gave seems like a good place for a Contest, as described in the Player's Handbook, p.174.



                    The PC and the monster make an ability roll each, and then compare the results to determine who wins. If the monster is just going to hold out against torture, then it would probably be a Constitution roll versus Charisma(Intimidation). If the monster wants to pretend to break while actually lying, that's obviously a Charisma(Deception) roll versus the PCs' Charisma(Intimidation).



                    Since the PCs shouldn't necessarily know if they've been bluffed, it's a good idea to roll your monster's deception behind a screen in this case, and of course don't tell them you're rolling Deception.







                    share|improve this answer












                    share|improve this answer



                    share|improve this answer










                    answered 12 hours ago









                    Darth Pseudonym

                    12.3k23169




                    12.3k23169























                        1














                        Players know what players know and Characters know what Characters know.



                        Joe is playing Silk the Thief. Silk encounters a vault door for Farln the Mad Trapper. Joe rolls Find Traps and gets a decent but unimpressive roll. GM: "You find no traps." Joe: "Wait, There arn't any traps? Or there IS a trap and I didn't find it?" GM: "Silk found no traps." GM leans back with a grin Joe can decide that Silk is feeling paranoid and search again, or he can decide Silk is good enough to find even the worst Farln has to offer and open the door.. its up to him.



                        Some successes are obvious.. you hit the orc. Some, are not. If the party is successful on the intimidation, the creature should give honest information, or reveal its lack of information. If they fail, the creature may lie, or clam up, unintentionally give bad info, or any other non-helpful response you can think of. Now, if it lies, you would give your PCs a Sense Motive / Detect Lies roll as appropriate, but I would usually make that roll for them so they don't Meta-Game know they failed. Depends on your players honestly.






                        share|improve this answer





















                        • "Sense Motive / Detect Lies roll" - Neither of those are 5e skills. I assume you're thinking of Insight :)
                          – V2Blast
                          31 mins ago
















                        1














                        Players know what players know and Characters know what Characters know.



                        Joe is playing Silk the Thief. Silk encounters a vault door for Farln the Mad Trapper. Joe rolls Find Traps and gets a decent but unimpressive roll. GM: "You find no traps." Joe: "Wait, There arn't any traps? Or there IS a trap and I didn't find it?" GM: "Silk found no traps." GM leans back with a grin Joe can decide that Silk is feeling paranoid and search again, or he can decide Silk is good enough to find even the worst Farln has to offer and open the door.. its up to him.



                        Some successes are obvious.. you hit the orc. Some, are not. If the party is successful on the intimidation, the creature should give honest information, or reveal its lack of information. If they fail, the creature may lie, or clam up, unintentionally give bad info, or any other non-helpful response you can think of. Now, if it lies, you would give your PCs a Sense Motive / Detect Lies roll as appropriate, but I would usually make that roll for them so they don't Meta-Game know they failed. Depends on your players honestly.






                        share|improve this answer





















                        • "Sense Motive / Detect Lies roll" - Neither of those are 5e skills. I assume you're thinking of Insight :)
                          – V2Blast
                          31 mins ago














                        1












                        1








                        1






                        Players know what players know and Characters know what Characters know.



                        Joe is playing Silk the Thief. Silk encounters a vault door for Farln the Mad Trapper. Joe rolls Find Traps and gets a decent but unimpressive roll. GM: "You find no traps." Joe: "Wait, There arn't any traps? Or there IS a trap and I didn't find it?" GM: "Silk found no traps." GM leans back with a grin Joe can decide that Silk is feeling paranoid and search again, or he can decide Silk is good enough to find even the worst Farln has to offer and open the door.. its up to him.



                        Some successes are obvious.. you hit the orc. Some, are not. If the party is successful on the intimidation, the creature should give honest information, or reveal its lack of information. If they fail, the creature may lie, or clam up, unintentionally give bad info, or any other non-helpful response you can think of. Now, if it lies, you would give your PCs a Sense Motive / Detect Lies roll as appropriate, but I would usually make that roll for them so they don't Meta-Game know they failed. Depends on your players honestly.






                        share|improve this answer












                        Players know what players know and Characters know what Characters know.



                        Joe is playing Silk the Thief. Silk encounters a vault door for Farln the Mad Trapper. Joe rolls Find Traps and gets a decent but unimpressive roll. GM: "You find no traps." Joe: "Wait, There arn't any traps? Or there IS a trap and I didn't find it?" GM: "Silk found no traps." GM leans back with a grin Joe can decide that Silk is feeling paranoid and search again, or he can decide Silk is good enough to find even the worst Farln has to offer and open the door.. its up to him.



                        Some successes are obvious.. you hit the orc. Some, are not. If the party is successful on the intimidation, the creature should give honest information, or reveal its lack of information. If they fail, the creature may lie, or clam up, unintentionally give bad info, or any other non-helpful response you can think of. Now, if it lies, you would give your PCs a Sense Motive / Detect Lies roll as appropriate, but I would usually make that roll for them so they don't Meta-Game know they failed. Depends on your players honestly.







                        share|improve this answer












                        share|improve this answer



                        share|improve this answer










                        answered 10 hours ago









                        Corbin Matheson

                        1692




                        1692












                        • "Sense Motive / Detect Lies roll" - Neither of those are 5e skills. I assume you're thinking of Insight :)
                          – V2Blast
                          31 mins ago


















                        • "Sense Motive / Detect Lies roll" - Neither of those are 5e skills. I assume you're thinking of Insight :)
                          – V2Blast
                          31 mins ago
















                        "Sense Motive / Detect Lies roll" - Neither of those are 5e skills. I assume you're thinking of Insight :)
                        – V2Blast
                        31 mins ago




                        "Sense Motive / Detect Lies roll" - Neither of those are 5e skills. I assume you're thinking of Insight :)
                        – V2Blast
                        31 mins ago











                        1














                        Whether they got the prisoner to talk is obvious.



                        Is he talking? Then you got him to talk. (Mechanically you can handle this several ways, but the simplest is to just assume that they crank up the pressure until he talks. Unless you're under very tight time limits or the prisoner is likely to escape, there's not really any other outcome.)



                        Whether he's lying, or holding something back, is not obvious.



                        This is where your players learn an important fact about torture.



                        Before we roll skill checks we should know what success and failure look like. The interrogation is going to continue until the party believes they've gotten the answers they want from the prisoner. Success means that those answers are correct. Failure means they're incorrect or incomplete.



                        If the guy has no reason to lie or hold back, then they can't fail. Just tell them everything he knows.



                        Suppose he does want to lie. That's a Deception check. Since the PHB doesn't spell this out: the DC for a Deception check to hide information is the Passive Insight of whoever you're talking to. Hopefully the players will be smart enough to have their highest-Insight guy involved in the interrogation.



                        (If anyone asks if they can "make an Insight check", I recommend giving a steely glare and asking what exactly their character is doing to "gain insight".)



                        The Deception check should be a hidden roll. If it fails, then you tell the player a plausible lie. If it succeeds, tell them the truth. Either way, tell them they're pretty sure from the guy's body language and tone of voice that it's true. This summarizes the whole process of asking questions, getting lied to or distracted, scaring the guy again, asking more questions, etc. into one roll that determines the outcome we care about.






                        share|improve this answer


























                          1














                          Whether they got the prisoner to talk is obvious.



                          Is he talking? Then you got him to talk. (Mechanically you can handle this several ways, but the simplest is to just assume that they crank up the pressure until he talks. Unless you're under very tight time limits or the prisoner is likely to escape, there's not really any other outcome.)



                          Whether he's lying, or holding something back, is not obvious.



                          This is where your players learn an important fact about torture.



                          Before we roll skill checks we should know what success and failure look like. The interrogation is going to continue until the party believes they've gotten the answers they want from the prisoner. Success means that those answers are correct. Failure means they're incorrect or incomplete.



                          If the guy has no reason to lie or hold back, then they can't fail. Just tell them everything he knows.



                          Suppose he does want to lie. That's a Deception check. Since the PHB doesn't spell this out: the DC for a Deception check to hide information is the Passive Insight of whoever you're talking to. Hopefully the players will be smart enough to have their highest-Insight guy involved in the interrogation.



                          (If anyone asks if they can "make an Insight check", I recommend giving a steely glare and asking what exactly their character is doing to "gain insight".)



                          The Deception check should be a hidden roll. If it fails, then you tell the player a plausible lie. If it succeeds, tell them the truth. Either way, tell them they're pretty sure from the guy's body language and tone of voice that it's true. This summarizes the whole process of asking questions, getting lied to or distracted, scaring the guy again, asking more questions, etc. into one roll that determines the outcome we care about.






                          share|improve this answer
























                            1












                            1








                            1






                            Whether they got the prisoner to talk is obvious.



                            Is he talking? Then you got him to talk. (Mechanically you can handle this several ways, but the simplest is to just assume that they crank up the pressure until he talks. Unless you're under very tight time limits or the prisoner is likely to escape, there's not really any other outcome.)



                            Whether he's lying, or holding something back, is not obvious.



                            This is where your players learn an important fact about torture.



                            Before we roll skill checks we should know what success and failure look like. The interrogation is going to continue until the party believes they've gotten the answers they want from the prisoner. Success means that those answers are correct. Failure means they're incorrect or incomplete.



                            If the guy has no reason to lie or hold back, then they can't fail. Just tell them everything he knows.



                            Suppose he does want to lie. That's a Deception check. Since the PHB doesn't spell this out: the DC for a Deception check to hide information is the Passive Insight of whoever you're talking to. Hopefully the players will be smart enough to have their highest-Insight guy involved in the interrogation.



                            (If anyone asks if they can "make an Insight check", I recommend giving a steely glare and asking what exactly their character is doing to "gain insight".)



                            The Deception check should be a hidden roll. If it fails, then you tell the player a plausible lie. If it succeeds, tell them the truth. Either way, tell them they're pretty sure from the guy's body language and tone of voice that it's true. This summarizes the whole process of asking questions, getting lied to or distracted, scaring the guy again, asking more questions, etc. into one roll that determines the outcome we care about.






                            share|improve this answer












                            Whether they got the prisoner to talk is obvious.



                            Is he talking? Then you got him to talk. (Mechanically you can handle this several ways, but the simplest is to just assume that they crank up the pressure until he talks. Unless you're under very tight time limits or the prisoner is likely to escape, there's not really any other outcome.)



                            Whether he's lying, or holding something back, is not obvious.



                            This is where your players learn an important fact about torture.



                            Before we roll skill checks we should know what success and failure look like. The interrogation is going to continue until the party believes they've gotten the answers they want from the prisoner. Success means that those answers are correct. Failure means they're incorrect or incomplete.



                            If the guy has no reason to lie or hold back, then they can't fail. Just tell them everything he knows.



                            Suppose he does want to lie. That's a Deception check. Since the PHB doesn't spell this out: the DC for a Deception check to hide information is the Passive Insight of whoever you're talking to. Hopefully the players will be smart enough to have their highest-Insight guy involved in the interrogation.



                            (If anyone asks if they can "make an Insight check", I recommend giving a steely glare and asking what exactly their character is doing to "gain insight".)



                            The Deception check should be a hidden roll. If it fails, then you tell the player a plausible lie. If it succeeds, tell them the truth. Either way, tell them they're pretty sure from the guy's body language and tone of voice that it's true. This summarizes the whole process of asking questions, getting lied to or distracted, scaring the guy again, asking more questions, etc. into one roll that determines the outcome we care about.







                            share|improve this answer












                            share|improve this answer



                            share|improve this answer










                            answered 33 mins ago









                            Mark Wells

                            4,9631435




                            4,9631435






















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