Paul Farquhar
Legend
Any and all (apart from assuming, I never do that, and it's always a DM thing to decide on an ability check). I leave it up to the players to decide how they want to interact.
My reply as DM to that would go more like "Avoiding the spikes completely is next to impossble; but roll me a d20 - the higher you roll, the luckier you are in missing them." And I'd make it a gradated roll, with a low roll meaning the jumper takes full damage as if falling in (and a 1 probably also meaning the jumper is pinned on the spikes and cannot now move without taking boatloads more damage), a reasonable roll meaning some damage but less than full, and a 20 meaning no damage at all.I think what they're getting at is the idea that there is room for negotiation as the DM clarifies the challenge. For example, a player might say something like, "I'm going to jump down into the pit, avoiding the spikes, so I can check for treasure," and the DM replies with, "That's next to impossible, but I'll let you do it on a DC 30 skill check." At that point, I would let the player change course on the grounds that they didn't fully understand how difficult it was, which suggests that I might not have described the situation adequately.
If it becomes obvious the player is acting on mis-heard or mis-spoken info I'll repeat the description and add clarification if needed. But yeah, if someone wants to try for that one-in-a-million longshot play, who am I to say no?Generally, if a player declares an action that seems next to impossible, suicidal, etc. I will clarify what they are trying to do and how hard it is and give them a chance to change their mind. "You can certainly try, but as you approach the lava and the intensity of the heat hits you, it becomes obvious that running across it is a truly terrible idea." If the player still insists, well...I always ask them to have a back-up character ready to go.
The other issue is often that - between table chatter, crunching chips, inattention, and other distractions; all of which are a near-constant - not everything is always going to be heard as clearly as it was said.Yes! That, to me, is an important step. Just as I might misinterpret a player’s action or intention if they don’t state both clearly, they might misinterpret the difficulty or the stakes if I don’t state both clearly. Making explicit statements of all of those things a standard part of the process removes a lot of opportunities for miscommunication and insures the game runs smoothly as silk drenched in butter.
I only say Players can take backs becauseRe 5 - you mean that players/characters aren't committed to actions once they are declared?
For me, if-when it gets as far as 4 that's it - you're committed, no take-backs - and 5 would read "Resolution occurs, game proceeds".
Re 5 - you mean that players/characters aren't committed to actions once they are declared?
For me, if-when it gets as far as 4 that's it - you're committed, no take-backs - and 5 would read "Resolution occurs, game proceeds".
To add to what @Minigiant is saying here... I (almost) always provide the DC for a stated task and the stakes for success and failure. I don't consider it a take-back by the player if they decide to change their course of action. I consider it from the PC's perspective: they are (mostly) capable adventurers who have a reasonable sense of how difficult something is to do in the fiction and the potential consequences of said action. That's not always obvious from the player's perspective. FWIW, it's rare that a player actually changes course of action for their PC in our game, but the option is there.I only say Players can take backs because
- Players cant see the world. They can only declare actions based on the DM's description before their turn which can be incomplete.
- If players are not allowed to take back before any roll, they will fish for info.ALL THE INFO. And slow the game. "Is it this high. Is it this far. What's at my north? South, How thick.."