Does a player know if their Intimidation attempt worked?












17














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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  • 1




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










  • Related: "What rolls should the players get to see?" Not a direct duplicate, but related. rpg.stackexchange.com/questions/102063/…
    – Novak
    22 hours ago
















17














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.
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  • 1




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










  • Related: "What rolls should the players get to see?" Not a direct duplicate, but related. rpg.stackexchange.com/questions/102063/…
    – Novak
    22 hours ago














17












17








17







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









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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 yesterday









V2Blast

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  • 1




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










  • Related: "What rolls should the players get to see?" Not a direct duplicate, but related. rpg.stackexchange.com/questions/102063/…
    – Novak
    22 hours ago














  • 1




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










  • Related: "What rolls should the players get to see?" Not a direct duplicate, but related. rpg.stackexchange.com/questions/102063/…
    – Novak
    22 hours ago








1




1




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




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












Related: "What rolls should the players get to see?" Not a direct duplicate, but related. rpg.stackexchange.com/questions/102063/…
– Novak
22 hours ago




Related: "What rolls should the players get to see?" Not a direct duplicate, but related. rpg.stackexchange.com/questions/102063/…
– Novak
22 hours ago










6 Answers
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13














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
    yesterday






  • 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
    yesterday






  • 4




    @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
    yesterday






  • 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
    yesterday



















12














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



















  • 1




    Some people are good actors, but from personal real-life experience, actual intimidation is pretty easy to spot, and "acting" an involuntary reaction is also pretty easy to spot. But of course this answer is right that responses given under this kind of duress will almost always be what the intimidated party thinks you want said/done.
    – T.E.D.
    10 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.
    yesterday



















5














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.






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    3














    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














      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
        yesterday











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      6 Answers
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      13














      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
        yesterday






      • 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
        yesterday






      • 4




        @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
        yesterday






      • 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
        yesterday
















      13














      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
        yesterday






      • 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
        yesterday






      • 4




        @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
        yesterday






      • 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
        yesterday














      13












      13








      13






      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 yesterday









      bigchickcannibalistic

      41610




      41610








      • 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
        yesterday






      • 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
        yesterday






      • 4




        @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
        yesterday






      • 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
        yesterday














      • 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
        yesterday






      • 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
        yesterday






      • 4




        @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
        yesterday






      • 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
        yesterday








      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
      yesterday




      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
      yesterday




      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
      yesterday




      @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
      yesterday




      4




      4




      @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
      yesterday




      @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
      yesterday




      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
      yesterday




      @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
      yesterday













      12














      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



















      • 1




        Some people are good actors, but from personal real-life experience, actual intimidation is pretty easy to spot, and "acting" an involuntary reaction is also pretty easy to spot. But of course this answer is right that responses given under this kind of duress will almost always be what the intimidated party thinks you want said/done.
        – T.E.D.
        10 hours ago
















      12














      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



















      • 1




        Some people are good actors, but from personal real-life experience, actual intimidation is pretty easy to spot, and "acting" an involuntary reaction is also pretty easy to spot. But of course this answer is right that responses given under this kind of duress will almost always be what the intimidated party thinks you want said/done.
        – T.E.D.
        10 hours ago














      12












      12








      12






      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 yesterday

























      answered yesterday









      enkryptor

      24.4k1183199




      24.4k1183199








      • 1




        Some people are good actors, but from personal real-life experience, actual intimidation is pretty easy to spot, and "acting" an involuntary reaction is also pretty easy to spot. But of course this answer is right that responses given under this kind of duress will almost always be what the intimidated party thinks you want said/done.
        – T.E.D.
        10 hours ago














      • 1




        Some people are good actors, but from personal real-life experience, actual intimidation is pretty easy to spot, and "acting" an involuntary reaction is also pretty easy to spot. But of course this answer is right that responses given under this kind of duress will almost always be what the intimidated party thinks you want said/done.
        – T.E.D.
        10 hours ago








      1




      1




      Some people are good actors, but from personal real-life experience, actual intimidation is pretty easy to spot, and "acting" an involuntary reaction is also pretty easy to spot. But of course this answer is right that responses given under this kind of duress will almost always be what the intimidated party thinks you want said/done.
      – T.E.D.
      10 hours ago




      Some people are good actors, but from personal real-life experience, actual intimidation is pretty easy to spot, and "acting" an involuntary reaction is also pretty easy to spot. But of course this answer is right that responses given under this kind of duress will almost always be what the intimidated party thinks you want said/done.
      – T.E.D.
      10 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.
        yesterday
















      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.
        yesterday














      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 yesterday









      BradenA8

      958419




      958419












      • 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.
        yesterday


















      • 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.
        yesterday
















      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.
      yesterday




      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.
      yesterday











      5














      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


























        5














        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
























          5












          5








          5






          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 yesterday









          Darth Pseudonym

          12.4k23169




          12.4k23169























              3














              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


























                3














                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
























                  3












                  3








                  3






                  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 yesterday









                  Mark Wells

                  4,9811435




                  4,9811435























                      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
                        yesterday
















                      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
                        yesterday














                      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 yesterday









                      Corbin Matheson

                      1772




                      1772












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


















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
















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




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










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