Ring of Truth - Most overpowered cursed item ever?


Pathfinder First Edition General Discussion

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Cartigan wrote:
Kalyth wrote:


Even if they get it on my finger. It's still my word against their's. I can claim the ring is magically enchanted to force someone

Truth

Quote:
to confess to a crime they never commited and the PC's are trying to frame me.

Lie. Can't do that.

Once the ring is removed the Duke can claim the ring forced him to confess.

Who do you believe? The duke that the entire Duchey has known sinse he was a child? Or these traveling "Adventures" that obvioulsy even by their own admitance have magics capable of compelling people to perform actions. Maybe they compelled someone to commit the crime and are not just trying to frame someone.

Magic that compels actions or effects the mind I think would be the most feared and distrusted my the nomagical community? Really what would make you more uncomfortable knowing your neighbor can shoot botls of fire from his hands or knowing your neighbor might be reading your mind or altering your memory or compelling your wife to do any number of things with him. Mind control and thought reading in think would be the most distrusted and feard of magics. Simply because peoples imaginations and paranoia would run rampant with them.

Dark Archive

Doesn't the 3rd level bard spell glibness get around this? It protects you from zone of truth and such


I think you can choose to fail the check to craft an item thus you can make a cursed item reliably.
So you attempt to make a Pro ring (get ring of truth) or a bag of tricks( getdust of sneezing) and get cursed version.


TriOmegaZero wrote:
Cartigan has the right of it. What's the difference between having a ring that forces a Will save to not answer, and slapping someone into a zone where they have to save or say nothing and you can read their thoughts? You reduce the number of saves by one? Big deal.

I believe the OP point is that with the Truth spells and effects you can simply keep your mouth shut wether you save or not. Even if those spells work you can always shut your mouth and not give the truth and you can lie if you make your save.

With the cursed ring you tell the truth, period. If you fail a save you have to OFFER the truth. Only if you make your save can you simply shut up and even with a save you still cannot lie. With the ring that save is for each question not just once for the spell or effects.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Kalyth wrote:
Cartigan wrote:
Kalyth wrote:


Even if they get it on my finger. It's still my word against their's. I can claim the ring is magically enchanted to force someone

Truth

Quote:
to confess to a crime they never commited and the PC's are trying to frame me.

Lie. Can't do that.

Once the ring is removed the Duke can claim the ring forced him to confess.

"Guards! Get this ring off my finger! It's magically compelling me to say things I don't want to say!"

"It won't come off sir!"

"That's because it's bewitched you fool! Get me the priest! Get the court magician! It must be removed at once! You! There! Arrest those men! They assaulted me and are trying to incriminate me in a heinous crime!"

NOT. A. SINGLE. LIE.

Took me less then 4 seconds to come up with it.

A GM who can't handle something so simple probably shouldn't be GMing.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Ravingdork wrote:
A GM who can't handle something so simple probably shouldn't be GMing.

Oh, you were doing so well, only to screw it up in the endgame.


Starbuck_II wrote:

I think you can choose to fail the check to craft an item thus you can make a cursed item reliably.

So you attempt to make a Pro ring (get ring of truth) or a bag of tricks( getdust of sneezing) and get cursed version.

I don't think you can choose the curse when you fail a craft check, even if you do so deliberately. Your DM might be lazy and just take the nearest standard cursed item and make it, but he is just as likely to come up with his own unique cursed item.


I have the problem with removing it the first time.
PC: Father Mckinley, would you remove this cursed ring from my finger for 500 gold?
FM: What kind of cursed ring is it?
PC: It's a ring of truth. I thought it was protection from evil.
FM: Why remove it? Do you want to lie?
PC: Well, I might have to. How about 1,000 gold?
FM: Why would you have to lie? Why would anybody?
PC: Ummm, I may have to sneek into an evil temple, using a hat of disguise, or invisability, and the Orcs may ask, "Who's there." Look, I'll give you all my money, the ring, and the hat, just please get it off my finger. Sob.

If someone tried to make a ring of truth I would make it a cannible ring instead. :)

Sorry, I just noticed this has been moved to general discussion. I won't read or post here again.

Liberty's Edge

Favorite use of cursed item: Knock out bad guy, apply helm of opposite alignment.

Contributor

The other thing to do with a Ring of Truth is to let the adventurers force it onto fingers of lackeys and servants and get them to confess all sorts of secrets which are social crimes, leading to tragedy all around--this character is gay, that one is having an affair, this other one is a half-ogre who was passing as human until the ring was forced onto her finger, that guy is completely human but has a half brother who's a tiefling, all manner of subject for gossip and scandal. Have a few innocent people's lives ruined by these revelations, maybe even culminating in a suicide or murder? Oh, the adventurers are going to feel like real heroes after using a cursed ring that way.


In a Medium or High magic world, I am pretty sure each land, nation, region, whatever, is going to have their own laws involving the use of magic.

I am pretty sure, unless it's a tyrannical government, that the use of divination magic on unwilling suspects due to infringement on privacy and probing someone else's mind unwillingly would be against the laws of that city-state, kingdom, etc.. At least in a LN, NG or LG where one would need telling evidence of the need to use one on a suspect. In chaotic societies, it'd be frowned upon completely.


RD - I agree with you. I gave it to a 12th level party, and the thief ended up with it. He refused to have it removed, considering it a challenge. And like you said, he told some whoppers, without ever once straying from the truth. Of course I could pin him down and get some embarassing ommissions (Countess Highnmighty - Does this dress make me look fat?) but it was mostly used as a fun item. The idea of forcing it on an unwilling subject never even occurred to them, it was their ring.

As far as breaking modules, I can't think of even a murder mystery where it could be used to accomplish such a thing.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
TriOmegaZero wrote:
Ravingdork wrote:
A GM who can't handle something so simple probably shouldn't be GMing.
Oh, you were doing so well, only to screw it up in the endgame.

Huh? What do you mean?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Gilfalas wrote:
TriOmegaZero wrote:
Cartigan has the right of it. What's the difference between having a ring that forces a Will save to not answer, and slapping someone into a zone where they have to save or say nothing and you can read their thoughts? You reduce the number of saves by one? Big deal.

I believe the OP point is that with the Truth spells and effects you can simply keep your mouth shut wether you save or not. Even if those spells work you can always shut your mouth and not give the truth and you can lie if you make your save.

With the cursed ring you tell the truth, period. If you fail a save you have to OFFER the truth. Only if you make your save can you simply shut up and even with a save you still cannot lie. With the ring that save is for each question not just once for the spell or effects.

Hey, there's at least one person in this thread who got what I was trying to say when I described what the ring does. Bravo! :)


Sounds like a really good item to get a final confession when you know with absolute certainty who the criminal is, but for whatever reason the evidence is inadmissable or perhaps you are trying to protect your sources. Otherwise, doesn't really do much since there are so many mundane and magical ways to hide the truth that would have to be dealt with first.


magnuskn wrote:
Read the description again... the wearer cannot lie. He can just shut up or try to talk around the topic and even that costs him a will save.

No save required if the 'liar' believes he is telling the truth.

A DELIBERATE lie, not an unknowing one. This could lead to all sots of nastiness as some people genuinely believe little green men are running the White House, put a Ring on them and they will be seen as telling the 'truth'.

Just because someone believes something doesn't make it so.

The GM just needs to remember the item is a curse, not a default win.

Even Wishes have catches.

Contributor

Villains who are really interested in keeping their fell deeds secret will be making heavy use of Modify Memory on convenient patsies who will then go and confess to the crime they thought they committed.

This isn't foolproof, but it's more than sufficient for most purposes.

RPG Superstar 2012 Top 16

To go really old school, wear a tremair stone, and you are immune to curses. Take the ring on and off as you like, and lie all the time while no one else can.

a cookie if you know where that little gem comes from.

==+Aelryinth


magnuskn wrote:
People get saves, there, to tell outright lies or so that the spells don't work at all.

People get saves, but diviners generally just try again if they make them.

"if a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed"

Detect magic and greater arcane sight can also come in handy to see if the effect took hold.


Ravingdork wrote:


"Guards! Get this ring off my finger! It's magically compelling me to say things I don't want to say!"

"It won't come off sir!"

"That's because it's bewitched you fool! Get me the priest! Get the court magician! It must be removed at once! You! There! Arrest those men! They assaulted me and are trying to incriminate me in a heinous crime!"

NOT. A. SINGLE. LIE.

Took me less then 4 seconds to come up with it.

A GM who can't handle something so simple probably shouldn't be GMing.

This would be a good example if it at all countered the stated use of this ring.

The OP made several points. Some of them are completely correct.
1. The ring is resuable. IE, not a resource drain. Great for a party that doesn't want to as many spell slots to be reserved for utility stuff. In that sense, the ring is better than every other option mentioned. (zone of truth, detect thoughts, candle)
2. The save dc of 20 is irrelevant since questions can be repeated. This makes it strictly better than other single save spells.
3. Any out of combat situation where the players have regained control of the situation allows for quick and easy interrogations of all remaining/ alive enemies. So unless every mook you send at a the party has absolutely zero knowledge of their boss, they will quickly and easily solve a mystery.

Sadly, in the duke example, the party still wins even though this is not the op's discussed example as a party would only use this ring if they had the situation under control. The duke is still wearing a ring of truth and the party can pose any question they want at him. Once the ring is identified, the duke is then blatantly shown to be guilty. Party repeats to the duke as the guards approach, "what kind of ring is it?" duke says a cursed ring of truth. Who has more credibility matters very little once they know what kind of ring it is.

Also, I disagree with your opinion on whether or not an experienced GM shoudl be GMing. There is no such thing as an experienced first time GM. Players should be understanding as opposed to being confrontational.

I find that you guys are all just trying to shout down magnuskn. Yes it is not the most powerful cursed item. But it is definitely not easily worked around as you guys say. I think what you guys really mean is an experienced GM fudges the details. Players put the ring on a mook's finger, he knows nothing of use. The DM ends up leaning on this excuse alot. Then they find the last boss. Confront him, use the ring again because it is that easy, and you once again craft a solution favoring yourself. That is hardly a good DM in my book. I prefer the DM who knows his limitations and knows how well he can handle his story and then limits the powerful plot skipping devices.

I personally throw away ressurection spells and a bunch of divination spells because I feel that death should matter in the campaign world and I dislike the higher level thought that the players prep a bunch of find out everything they need to know spells and either a) find out everything they need to know, or b) are thwarted because the ever suspicious enemies are always just slightly more prepared. It oversimplifies the whole thing and becomes a lot more like DMfiat(DM gives you a cookie or slaps you down).

Dark Archive

thepuregamer wrote:


The OP made several points. Some of them are completely correct.
1. The ring is resuable. IE, not a resource drain. Great for a party that doesn't want to as many spell slots to be reserved for utility stuff. In that sense, the ring is better than every other option mentioned. (zone of truth, detect thoughts, candle)
2. The save dc of 20 is irrelevant since questions can be repeated. This makes it strictly better than other single save spells.
3. Any out of combat situation where the players have regained control of the situation allows for quick and easy interrogations of all remaining/ alive enemies. So unless every mook you send at a the party has absolutely zero knowledge of their boss, they will quickly and easily solve a mystery.

How are you getting the ring off of the finger? Burning a 3rd or 4th level spell to remove it (along with making a CL check against a 19)? Killing the person who you just questioned?

There are many things in the RAW that, by themselves, are very powerful. The game is made so that it is expected of the GM to know what is going on in there game and pay attention to how new things will effect it. This goes doubly for things in the APG. After all, it is the "Advanced" guide. Things in this book require more thought, balance, and planning to add to a game.

If you are a new GM, your best bet is to start off with just the core books until you get the hang of the basic rules and understand how adding magic items and such like that can change how you want to play out your story. Or come to these boards and read and ask questions. I am not trying to shout down magnuskn, just pointing out that, as a GM, you do not need to add everything in the APG to your game. Heck, you do not have to add everything from the Core book to your game.


Ravingdork wrote:
TriOmegaZero wrote:
Ravingdork wrote:
A GM who can't handle something so simple probably shouldn't be GMing.
Oh, you were doing so well, only to screw it up in the endgame.
Huh? What do you mean?

I think he means that your example was great, but then the assertion that anyone who couldn't think up that example on the fly shouldn't be a GM was wrong. And I agree with him. Great example, right up to the elitist remark at the end.

For those wondering about committing assault or whatnot to get the ring on the victim in the first place, there's always the Beguiling Gift spell in the APG.

Dark Archive

magnuskn wrote:
Happler wrote:

Also, do you have any problems with the Confess Spell?

** spoiler omitted **

They either have to answer truthfully or eat damage (even on a successful save). Failure to answer is just like telling a lie for this spell. Heck gagging them so that they cannot answer counts as a lie even.

Seeing as this would probably count as torture and I'd slap a good-aligned Inquisitor with an alignment penalty, no, I got no problem with that spell. It still allows the wearer to just shut up and take the pain, which is a good way for a GM to play cult fanatics.

But you don't have any problems with a good aligned character using a cursed item that they may not be able to remove to ask questions? This is as much an evil act as casting a spell granted by your deity with no alignment attached to it. Confess is not an evil spell.

I view this cursed item as no better than casting dominate person and forcing them to answer all questions truthfully (one saving throw should be vs a 18-20 by that time, will last at least 9 days).

Contributor

Be that as it may, even if you overpower the wicked duke, subdue all his guards, and get him to confess his laundry list of evil acts to all the assembled courtiers, dignitaries, and the couple pig farmers who were there to settle a legal dispute, what's this business about correctly identifying the ring? Who identifies it? The party? Yeah, like they're a really creditable source. The court wizard, who's obviously on the duke's payroll and while he has probably suspected something was up has turned a blind eye because accusing your employer is bad for job security and it's not like the next duke is going to want to keep a whistleblower on staff?

Yes, the party can convince the court wizard to Identify it and then testify to the court that it is indeed an accursed Ring of Truth, so all the duke's confessions must be true. That's nice. If the Duke ever gets free and overpowers the party, you can bet that he will claim that the party rogue used slight of hand to palm the accursed Ring of False Confession the party put on the duke's finger and then handed the court wizard the accursed Ring of Truth to identify--and the wizard, knowing which side his bread is buttered on, will readily agree. At that point the duke will just order a summary execution for all the adventurers, and if any courtier is dumb enough to suggest that the duke use the Ring of Truth to get the adventurers to confess, the duke will coldly inform him that any use of accursed magics to compel the will of another is a wicked deed and that will lead the country down a dark path from which it will never recover.

And you know what? He's right. Most people would rather live in a kingdom where the local duke secretly worships demons and sacrifices the occasional virgin on weekends than live in one where you can be magically compelled to confess every single crime, sin, or social awkwardness.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
ZappoHisbane wrote:
Ravingdork wrote:
TriOmegaZero wrote:
Ravingdork wrote:
A GM who can't handle something so simple probably shouldn't be GMing.
Oh, you were doing so well, only to screw it up in the endgame.
Huh? What do you mean?
I think he means that your example was great, but then the assertion that anyone who couldn't think up that example on the fly shouldn't be a GM was wrong. And I agree.

If that IS what he meant, then, well, I guess that's a fair enough statement.


Niffty item Ring of Truth.

Even so, the 2nd level Cleric spell Zone of Truth does almost the same thing.

Yes, the ring require a DC 20 check vs a direct question. Yes this last bit being added to the ring, should have been left off. But on well to late now.

....

As a DM, how would i balance this out. THIS IS A CURSED ITEM. If the player does not get ride of the ring, once it is removed. Then the next time it is pulled out of a bag or backpack, would require the player with the ring to make a will save. Failed roll equals him putting the ring back on himself.

.....

""Jo you still have not gotten rid of that ring yet; you do know i am going to start charging, (spell level x caster level x 10 gold), you for that Remove Curse spell after the 5th time, right.""


Oliver McShade wrote:
Then the next time it is pulled out of a bag or backpack, would require the player with the ring to make a will save. Failed roll equals him putting the ring back on himself.

So you make players make Will saves to randomly put on items when they reach into a bag?


Cartigan wrote:
Oliver McShade wrote:
Then the next time it is pulled out of a bag or backpack, would require the player with the ring to make a will save. Failed roll equals him putting the ring back on himself.
So you make players make Will saves to randomly put on items when they reach into a bag?

Cursed Backpack of Equipping? Automatically equips a cursed item contained within every time the character reaches inside.


I think the point that players and their GM's need to keep in mind has been raised a few times.

This is a cursed item, and should be used in a punitive fashion against all that employ it. It is not an awesome magic lie detector with a few riders.


Kevin Andrew Murphy wrote:

Be that as it may, even if you overpower the wicked duke, subdue all his guards, and get him to confess his laundry list of evil acts to all the assembled courtiers, dignitaries, and the couple pig farmers who were there to settle a legal dispute, what's this business about correctly identifying the ring? Who identifies it? The party? Yeah, like they're a really creditable source. The court wizard, who's obviously on the duke's payroll and while he has probably suspected something was up has turned a blind eye because accusing your employer is bad for job security and it's not like the next duke is going to want to keep a whistleblower on staff?

Yes, the party can convince the court wizard to Identify it and then testify to the court that it is indeed an accursed Ring of Truth, so all the duke's confessions must be true. That's nice. If the Duke ever gets free and overpowers the party, you can bet that he will claim that the party rogue used slight of hand to palm the accursed Ring of False Confession the party put on the duke's finger and then handed the court wizard the accursed Ring of Truth to identify--and the wizard, knowing which side his bread is buttered on, will readily agree. At that point the duke will just order a summary execution for all the adventurers, and if any courtier is dumb enough to suggest that the duke use the Ring of Truth to get the adventurers to confess, the duke will coldly inform him that any use of accursed magics to compel the will of another is a wicked deed and that will lead the country down a dark path from which it will never recover.

You guys assume the party goes in the dumbest solution. Any party with this ring would obviously secure their neutral 3rd party before confronting the duke. I grow tired of your strawman argument. The players don't need to take the duke hostage. They have a ring that allows them to easily discover that the duke is the arch villain. Identifying a secret enemy is the most important part. Then they can prepare their strategy for exposing the duke's/villain's crimes. The ring can be utilized in this part or the players can go with another plan. The ring removes the detective work. Which is what we claimed from the start.

Kevin Andrew Murphy wrote:


And you know what? He's right. Most people would rather live in a kingdom where the local duke secretly worships demons and sacrifices the occasional virgin on weekends than live in one where you can be magically compelled to confess every single crime, sin, or social awkwardness.

Actually I disagree here. I think people would rather not be ruled by a secretly evil lord who sacrifices his citizens. Death is strictly worse than breach of privacy. So yeah, you crazy. I prefer my freedom to live over my freedom to privacy.

oliver wrote:


As a DM, how would i balance this out. THIS IS A CURSED ITEM. If the player does not get ride of the ring, once it is removed. Then the next time it is pulled out of a bag or backpack, would require the player with the ring to make a will save. Failed roll equals him putting the ring back on himself.

I agree this would probably be a good fix for misusing cursed items.

happler wrote:


But you don't have any problems with a good aligned character using a cursed item that they may not be able to remove to ask questions? This is as much an evil act as casting a spell granted by your deity with no alignment attached to it. Confess is not an evil spell.

I view this cursed item as no better than casting dominate person and forcing them to answer all questions truthfully (one saving throw should be vs a 18-20 by that time, will last at least 9 days).

Nope, good and evil is a morality discussion which is not the point of this thread. My short answer to this is, using a ring of truth does not harm the person and thus is not an evil act. If you kill the dude at the end, the answer gets muddy. This is either an act that either pushes a character toward chaotic good, a neutral alignment, or evil. Depends on who the ring is on and interpretation of right and wrong. Chaotic good characters could see finishing off an evil enemy as always an act of good. You are protecting the world from future acts of evil they may commit since you cannot guarantee that they will not regain their freedom at a later point in time.

If you use remove curse at the end(a party doesn't have to) then there is no way this is an evil act.

For parties that were willing to threaten, torture, or use mind effecting spells, this is in no way a darker solution for them.


thepuregamer wrote:
You guys assume the party goes in the dumbest solution. Any party with this ring would obviously secure their neutral 3rd party before confronting the duke. I grow tired of your strawman argument. The players don't need to take the duke hostage. They have a ring that allows them to easily discover that the duke is the arch villain. Identifying a secret enemy is the most important part. Then they can prepare their strategy for exposing the duke's/villain's crimes. The ring can be utilized in this part or the players can go with another plan. The ring removes the detective work. Which is what we claimed from the start.

Entirely incorrect. Given the following scenario where the party (a) obtains a Ring of Truth; (b) identifies it AS a Ring of Truth; (c) thinks of any possible reason to use it on the Duke; (d) manages to get the Duke to wear the Ring of Truth; (e) thinks to ask the Duke about what he knows about whatever the macguffin/main story is, then the detective work certainly hasn't been removed. The only thing that has eliminated is whatever contrived plot line the DM has thought up for the game to follow.


Cartigan wrote:


Entirely incorrect. Given the following scenario where the party (a) obtains a Ring of Truth; (b) identifies it AS a Ring of Truth; (c) thinks of any possible reason to use it on the Duke; (d) manages to get the Duke to wear the Ring of Truth; (e) thinks to ask the Duke about what he knows about whatever the macguffin/main story is, then the detective work certainly hasn't been removed. The only thing that has eliminated is whatever contrived plot line the DM has thought up for the game to follow.

No not incorrect. You pick the most pointless use of the ring to make yourself seem right. I point out that the ring helps you find out the duke is the villain without even involving putting the ring on the duke unless you assume that every minion of the dukes knows absolutely nothing. which is a tall order. There will be minions with useful knowledge to be gleaned. The point is the ring allows you to identify your secret villain much more easily than usual and without expending resources in many adventuring parties. You guys pick a duke because you can put guards around him and make using a ring on him difficult(your strawman argument). I have said and you have ignored that the ring need not even be used on him. The party has determined its foe, it is now time to make their very much so plot dependent plans to bestow justice on/defeat him. Direct confrontation is not their only option and it is the most poorly thought out one which is why you guys like mentioning it so much.


Quote:

Thepuregamer wrote:

without expending resources

uhh... Remove curse?


Yes, ring of truth seems to me to be powerful and (if a party aren't too squeamish about maiming/killing involuntary wearers to get it back in a hurry - even 'suspects' who turn out to be innocent) certainly reusable. However in roleplaying situations where PCs have a free rein there are other methods of getting information (or of incriminating people) which often don't involve such physical direct confrontations with targets at all. It doesn't seem to me to do much which PCs couldn't do by other methods with at most a little more work.

Ring of truth looks to me like just one more ostensibly 'cursed' item, and to be frank, I'd put it rather lower down the list of things I'd ban from a game as a GM (or simply make sure never showed up) than the dust of sneezing and choking or helm of opposite alignment cited in posts above.


Shadow_of_death wrote:
Quote:

Thepuregamer wrote:

without expending resources

uhh... Remove curse?

Not all parties will use remove curse on the foe. Assuming a good party that lets no evil enemies live, the ring is free to use with a swing of a sword. Assuming anything less than a good party, a swing of a sword is also a possible solution. If you were attacked by enemies while adventuring and one or 2 are captured while still alive, you have access to a free solution. If you have a goodie goodie paladin in the group and he is not ok with killing, he may just use lay on hands with the remove curse mercy after 9th level. But this does not represent all or even a majority of parties. Evil parties are definitely ok with killing. Neutral parties are probably ok with killing evil enemies and there exists a type of good party that still finishes off all evil enemies they find.

Contributor

After you glean your important info from the minions by means of the Ring of Truth, what do you do? Gack them? And what do you do when you use the Ring on someone who is not a minion and honestly doesn't know a damn thing about any of the wicked plots the party wants to know about, but confesses that he will go and tell the duke exactly what the party did to him?

Yes, it's a truth spell that's retrievable by means of Remove Curse, but it's hardly foolproof, especially since any secret society with half a brain will use a lot of robes and masks so the underlings will only suspect but not know the identities of the higher ups.


thepuregamer wrote:


No not incorrect. You pick the most pointless use of the ring to make yourself seem right. I point out that the ring helps you find out the duke is the villain without even involving putting the ring on the duke unless you assume that every minion of the dukes knows absolutely nothing. which is a tall order.

Then the Duke is the most incompetent "master villain" ever.

Quote:
There will be minions with useful knowledge to be gleaned.

None that are any less inscrutable than the Duke himself.

Read the Godfather. Or The Adventure of the Final Problem.
Any competent puppetmaster will separate himself such that any peon working for him will not have the slightest clue who he is working for.

Quote:
The point is the ring allows you to identify your secret villain much more easily than usual

No, it doesn't.

Quote:
and without expending resources in many adventuring parties.

Are you kidding me?


thepuregamer wrote:
Shadow_of_death wrote:
Quote:

Thepuregamer wrote:

without expending resources

uhh... Remove curse?
Not all parties will use remove curse on the foe. Assuming a good party that lets no evil enemies live, the ring is free to use with a swing of a sword. Assuming anything less than a good party, a swing of a sword is also a possible solution. If you were attacked by enemies while adventuring and one or 2 are captured while still alive, you have access to a free solution. If you have a goodie goodie paladin in the group and he is not ok with killing, he may just use lay on hands with the remove curse mercy after 9th level. But this does not represent all or even a majority of parties. Evil parties are definitely ok with killing. Neutral parties are probably ok with killing evil enemies and there exists a type of good party that still finishes off all evil enemies they find.

Well I can intimidate for information and then kill and hide the body just as easily as you can use the ring of truth, same effect, no cursed item required.


Kevin Andrew Murphy wrote:

After you glean your important info from the minions by means of the Ring of Truth, what do you do? Gack them? And what do you do when you use the Ring on someone who is not a minion and honestly doesn't know a damn thing about any of the wicked plots the party wants to know about, but confesses that he will go and tell the duke exactly what the party did to him?

Yes, it's a truth spell that's retrievable by means of Remove Curse, but it's hardly foolproof, especially since any secret society with half a brain will use a lot of robes and masks so the underlings will only suspect but not know the identities of the higher ups.

Easy, only put the ring on evil people. Many a party won't have a problem with killing them. I am not talking about going up to random people and dropping a ring on their hand.

Cartigan wrote:
thepuregamer wrote:


No not incorrect. You pick the most pointless use of the ring to make yourself seem right. I point out that the ring helps you find out the duke is the villain without even involving putting the ring on the duke unless you assume that every minion of the dukes knows absolutely nothing. which is a tall order.

Then the Duke is the most incompetent "master villain" ever.

Quote:
There will be minions with useful knowledge to be gleaned.

None that are any less inscrutable than the Duke himself.

Read the Godfather. Or The Adventure of the Final Problem.
Any competent puppetmaster will separate himself such that any peon working for him will not have the slightest clue who he is working for.

Quote:
The point is the ring allows you to identify your secret villain much more easily than usual

No, it doesn't.

Quote:
and without expending resources in many adventuring parties.

Are you kidding me?

Nope, the duke is not. There is no such thing as eliminating all ties to someone you recruit. Who is your boss is hardly the only question to ask. And any and every question can be asked. 2 or 3 go layers of separation is not the same as being completely unconnected. How/ when they were hired. How they were referred to their new boss or contacted. Only DM fiat is gonna keep your duke completely unconnected to minions you hire. The more elaborate and high level magical methods a hidden villain uses to conceal his connection to the crimes he commits the more he puts himself on a short list of people with access to these resources.

On the resource thing, no I am not kidding you. On a majority of situations, zero resources are spent. Target is confirmed evil by either his actions( attempting to kill or harm you and others without known cause? or other examples.) oR a class based ability to detect evil. Then many a good party could have a justified reason to finish off their enemy after the information is obtained. Serious, keep questioning the point that resources are saved by this item and keep doing it without making any point to contradict me.

shadow_of_death wrote:


Well I can intimidate for information and then kill and hide the body just as easily as you can use the ring of truth, same effect, no cursed item required.

Yeah but intimidate does not prevent lies. They provide you the information you want but this does not guarantee misinformation. They will answer your direct questions but you will need to confirm everything they tell you. Hardly equivalent to the ring.

Once again. This ring is not the most powerful and abusable item/cursed item ever. But that is not the same as saying it is not an easily abusable cursed item. A party that abuses this ring does not need to put it on every finger they see. But if a DM even lets them enter one encounter where they are viewing one of the crimes that the hidden enemy is orchestrating, then they have an easy chance to glean any and all relevant information off of any captured enemies. And any evil enemies will be free in a lot of parties because releasing them or letting them live is just giving them more chances to harm others again. There is an argument for a good party killing captured evil enemies.

A straw man argument is an informal fallacy based on misrepresentation of an opponent's position.[1] To "attack a straw man" is to create the illusion of having refuted a proposition by substituting it with a superficially similar yet unequivalent proposition (the "straw man"), and refuting it, without ever having actually refuted the original position

yay wikipedia!

Dark Archive

thepuregamer wrote:
Shadow_of_death wrote:
Quote:

Thepuregamer wrote:

without expending resources

uhh... Remove curse?
Not all parties will use remove curse on the foe. Assuming a good party that lets no evil enemies live, the ring is free to use with a swing of a sword. Assuming anything less than a good party, a swing of a sword is also a possible solution. If you were attacked by enemies while adventuring and one or 2 are captured while still alive, you have access to a free solution. If you have a goodie goodie paladin in the group and he is not ok with killing, he may just use lay on hands with the remove curse mercy after 9th level. But this does not represent all or even a majority of parties. Evil parties are definitely ok with killing. Neutral parties are probably ok with killing evil enemies and there exists a type of good party that still finishes off all evil enemies they find.

You would slap the good aligned inquisitor who uses spells granted by their deity with an alignment penalty, but not the good aligned party who is forcing cursed items on people and either killing them afterward or trying to remove curse (which may or may not work)? That paladin needs to make a minimum roll of 13 on the d20 to remove that ring with the remove curse mercy @ level 9 (CL for the ring is 9, DC to remove curse an item is items CL+10, or 19 for this ring), I have a feeling that paladin would need an atonement for not acting with honor.

What is really comes down to is this. As the GM, do you control your game or not? If you are going to put that ring into a mystery game, make sure that you have worked it into the plot and have prepared for it. Failure to do so is not the fault of the game designers, but of the GM who failed to plan ahead.

Dark Archive

thepuregamer wrote:


Easy, only put the ring on evil people. Many a party won't have a problem with killing them. I am not talking about going up to random people and dropping a ring on their hand.

How do you know that they are evil?

Per the spell detect evil they do not show up as evil unless they are one of the following:

a) 5+HD aligned creature
b) aligned undead
c) aligned outsider
d) Cleric of an aligned deity (level 1+)
e) aligned magic item or spell (caster level 6+)

commoners just don't show up as evil. even if they are LE in alignment. Now, how are they not doing investigation? How many people must they shadow, talk to, search, etc, before they find someone who they can put this ring on? If the BEG gets wind of this they are going to be watching the character also to see what they are up to and to work out what they can do against it if it is a problem. That can be as simple as having the party arrested and stripped of all gear for breaking an entering.


Quote:

Thepowergamer wrote:

Yeah but intimidate does not prevent lies. They provide you the information you want but this does not guarantee misinformation. They will answer your direct questions but you will need to confirm everything they tell you. Hardly equivalent to the ring.

It kinda does, otherwise you are calling this skill useless because everything you could possible gain from it could be faked. I don't think you want to go down the road of saying an entire skill is useless. By a RAW reading (because I'd rather not argue intent) it says they provide you with the information you want, so if they lie and I ever find out it is no longer the information I wanted and directly went against the effect I earned and I suppose the world explodes.


Happler wrote:


How do you know that they are evil?

And what would it matter if they were? Simply killing them is a CE act.


Intimidate doesn't guarantee truth, just fear... :p


Shifty wrote:
Intimidate doesn't guarantee truth, just fear... :p

Why not? and what does fear do for you?


Shadow_of_death wrote:
Intimidate doesn't guarantee truth, just fear... :p

Where does it say they have to tell you the truth? Nowhere I can see.

Contributor

thepuregamer wrote:
Kevin Andrew Murphy wrote:

After you glean your important info from the minions by means of the Ring of Truth, what do you do? Gack them? And what do you do when you use the Ring on someone who is not a minion and honestly doesn't know a damn thing about any of the wicked plots the party wants to know about, but confesses that he will go and tell the duke exactly what the party did to him?

Yes, it's a truth spell that's retrievable by means of Remove Curse, but it's hardly foolproof, especially since any secret society with half a brain will use a lot of robes and masks so the underlings will only suspect but not know the identities of the higher ups.

Easy, only put the ring on evil people. Many a party won't have a problem with killing them. I am not talking about going up to random people and dropping a ring on their hand.

So you're just going to put the ring on the finger of random evil people and expect that to work much better?

There are going to be plenty of conniving courtesans, ruthless rogues, and wicked wizards wandering around any court who have absolutely no idea what's going on with someone else's evil plot and much less care (unless it interferes with their own nefarious schemes) and any party of adventurers who just gacks them at random and dumps the bodies in the moat is going to be the subject of a murder investigation.

There's a rather absurd assumption in a lot of games that all evil people are part of some nefarious hive mind and automatically get along with each other and trade notes. This is absurd. So the duke is sacrificing innocent virgins to demons in his spare time. The courtesan, being neither innocent nor virginal, isn't that worried about being abducted herself and is going to be concentrating on getting the merchant's foolish son to marry her. The rogue is trying to steal something and move on to the next town, and his only interest in innocent virgins is depriving them of those qualities. The wizard is a necromancer posing as a humble historian researching the duke's archives the better to find out the names of the dead so he might summon them later and as such he really doesn't have time for foolishness like demon worship.

Yes, the GM should have a few people who are privy to the duke's awful secret, but not all of them should be evil. Maybe the duke's old nursemaid, being a clever old woman with a few levels in witch, figured this out. The duke keeps her around out of fondness and the fact that she's useful for raising his own children, but she's not evil because she has a hope that the dear sweet young child that she helped raise will grow out of this awful phase.

Unless the players do some good investigation, they're not going to find a suspect who actually knows something for the ring to be of use, and even then there's the downside of obviously using magic to extract a confession.


Shifty wrote:
Shadow_of_death wrote:
Intimidate doesn't guarantee truth, just fear... :p
Where does it say they have to tell you the truth? Nowhere I can see.
Quote:

PRD wrote:

You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If successful, the opponent will:

* give you information you desire
* take actions that do not endanger it
* offer other limited assistance

After the intimidate expires, the target treats you as unfriendly and may report you to local authorities.

First one on their is to give you information you desire, if they lie it wasn't the information you desired which means it goes directly against the ability.


Shadow_of_death wrote:


First one on their is to give you information you desire, if they lie it wasn't the information you desired which means it goes directly against the ability.

That doesn't mean they start telling you how they wear womens underwear.

Even Diplomacy has a metric payload of heavy modifiers for getting them to tell secrets, especially dangerous ones.

If giving you information you desire would endanger them then you won't be getting it... thats covered in point TWO.

Point three 'limited assitance' kinda qualifies that they will indeed help you, but it is limited. They aren't going to put their neck on the line.

So your ability just isn't going to guarantee you a reliable answer.


Happler wrote:


You would slap the good aligned inquisitor who uses spells granted by their deity with an alignment penalty, but not the good aligned party who is forcing cursed items on people and either killing them afterward or trying to remove curse (which may or may not work)? That paladin needs to make a minimum roll of 13 on the d20 to remove that ring with the remove curse mercy @ level 9 (CL for the ring is 9, DC to remove curse an item is items CL+10, or 19 for this ring), I have a feeling that paladin would need an atonement for not acting with honor.

What is really comes down to is this. As the GM, do you control your game or not? If you are going to put that ring into a mystery game, make sure that you have worked it into the plot and have prepared for it. Failure to do so is not the fault of the game designers, but of the GM who failed to plan ahead.

I would likely not slap a good aligned inquisitor. I am not sure if I stated such. In many dnd games, alignment is open to interpretation. Also the alignment issue nearly disappears if the party isn't good.

happler wrote:


How do you know that they are evil?
Per the spell detect evil they do not show up as evil unless they are one of the following:

a) 5+HD aligned creature
b) aligned undead
c) aligned outsider
d) Cleric of an aligned deity (level 1+)
e) aligned magic item or spell (caster level 6+)

commoners just don't show up as evil. even if they are LE in alignment. Now, how are they not doing investigation? How many people must they shadow, talk to, search, etc, before they find someone who they can put this ring on? If the BEG gets wind of this they are going to be watching the character also to see what they are up to and to work out what they can do against it if it is a problem. That can be as simple as having the party arrested and stripped of all gear for breaking an entering.

So not commoners but any 5 HD or more evil person seems like it would show up in the detection. I am thinking that you would be using this ring closer to lvl 9 or so since that is the CL of the item right. So I doubt lvl 1 commoners are going to be the people you use the ring on. Also I doubt a BEG would out himself by using the law to target the party especially if they haven't figured out it is him yet.

And

intimidate:

Success: If successful, the opponent will:

* give you information you desire
* take actions that do not endanger it
* offer other limited assistance


the opponent will do 1 of the 3. Provide you with information you desire. It does not state that the information is the truth. Sense motive may be necessary as well. The opponents 2nd option. Take actions that do not endanger it. IE, give you information you might think is the truth. Or the 3rd which could be more information. I do not see how the world blows up just because intimidate alone does not equal truth serum. A good interrogator is good at both intimidating and discerning truth.

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