The bolded segment is where we fundamentally disagree. “I look for signs of traps, but don’t touch because touching might set it off” is what determines whether or not a roll is called for. Depending on the nature of the traps, looking without touching may or may not have a chance of succeeding in detecting signs of traps. It may or may not have a chance of failing to do so. It may or may not have a consequence for failing to do so. Unless it does have all three of those things, a roll will not be called for. So, I would argue that I very well might change the fact that a roll is called for. Now, whether a roll is called for or not, I will need to narrate the result, because that is my roll as the DM. But I will only need to take into account the result of a roll if I called for one, and I will only call for one if “I look for signs of traps, but don’t touch because touching might set it off” meets all three of the afformentioned criteria.
May or may not have a chance of succeeding
May or may not have a chance of failing
May or may not have consequences
And you need all three? First, my pendantry side wants to point out that one and two are the exact same thing. If something has a chance at success, by definition it has a chance of failure.
So, let us look to consequences. This gets muddy.
See, the consequence of failing to know something is to not know it. Something might happen because you do not know something, but that is not a direct consequence of the failed roll, the consequence of the failed roll is not having access to the knowledge.
Now, this only applies if the knowledge is useful. Knowing why the Lady's heraldry contains a rose with five petals may or may not be useful, depending on the campaign. But, if it is useful, and a player asks to roll knowledge on that family's history. Well, they may or may not know the story, but the only consequence of failure is not having potentially useful information.
Is that lack of information enough of a consequence for you to call for a roll? Maybe, I can't say. But, is giving them useful information with no roll, just because a failed roll only means they don't know make sense either?
It isn't that I don't use this philosophy from time to time. If a group wants to break down a door, and there is no time limit or major consequence to them breaking down the door, then they will not fail at breaking down the door eventually. The roll does tell me how long it took though, and the players might not know there is no consequence to their roll, so we might roll and a low number just means they struggle through it, but eventually succeed. After all, there is no point in having them keep rolling until they succeed, but that doesn't mean that I need specific consequences in mind for every roll either.
Are you asking how I would adjudicate that action like that as a DM, or for me to describe an approach to sneaking past a guard as a player?
I think I'm curious about your approach as a player. Somehow, there seems to be a problem with how rolls are handled at some of our tables, and people keep insisting that they describe actions so fully that there is no chance of failure.
That somehow, given the scenario, a player can describe their actions in such detail that no roll is needed, because no failure is possible. And not in rare cases, such as wiping a poisoned handle and discovering a poison oil, but that it is more common for them to have scenarios that cannot possibly fail instead of ones that are uncertain.
How?
You’re putting the cart before the horse by assuming that at some point dice will be rolled, without first taking into account what the PC is doing. Maybe dice will be rolled. But maybe they won’t need to be. Depends on if the approach has a chance of succeeding in the goal, a chance of failing in the goal, and a consequence for failing in the goal.
So my only flaw in my approach is assuming there will be more uncertainty than certainty? That, in a discussion about how to handle skills, I am assuming that the dice will be rolled and a skill used instead of assuming that the approach given to me will be so certain of victory that no roll is needed?
That isn't putting the cart before the horse, that is splitting hairs.
We’re going to have to agree to disagree here. I think directly stating what characters other than the POV character are feeling is poor writing. I’d prefer a description of the qualities of the scream that might lead me to conclude that the screamer is terrified. Perhaps “a shrill, trembling scream” or “a strangled squeak that might have began as a scream” or “a scream that could wake the dead.”
Yeah, agree to disagree. I've seen a lot of novels get so verbose in trying to describe things that it takes away from the narrative. The fact that the lady was frightened isn't important enough to spend more words on, how people react and the events that unfold are far more important and if you have every emotional reaction take 7-10 words it is likely to get bogged down.
I know I was not leading you anywhere when I wrote this question, but unfortunately so many posts have been made since the one you're quoting that I cannot easily go back and reference it to see what this was about. As I have blocked some posters and been blocked by others, the forum bugs out when trying to click any links in the quote to go back to that post. The result is I don't recall what this was about and can't go back to look, sorry.
Yeah, I have problems catching where things are as well. Takes me a few minutes of scrolling to find my last post and just go from there.
This particular thing was about Insighting written letters, if that jogs your memory.
Barring some kind of inescapable personal hardship or challenge the player has, I think it's okay to expect and ask for players to fulfill their role and responsibility in the game. The DM should absolutely perform his or her role to narrate the result of the adventurers' actions - from the perspective of the environment. But stringing together enough words to describe what the character is doing and hopes to achieve is absolutely the player's role and responsibility. We have a shared goal in this game and each person plays a part. If the players are falling down on the job, they need to do better and rise to the occasion in my view. The only way to get better at something is to actually do it. A DM who performs the players' role for them is in no way helping those players or the game for that matter.
I'm not going to disagree exactly, but I'm also not their babysitter. Sometimes I don't feel like devoting 2 to 4 minutes slowly walking them through the exercise of coming up with a plan, especially since that invites other players to chime in with what they would do and end up just running those actions for that player.
It's never ideal, but I also don't have this strict line in the sand about "player responsibility" and "GM responsibility" that some of you seem to have, so it doesn't really bother me overly much, beyond wishing for better players.
I'm not sure what you mean here. How could you be aware enough to know a skill proficiency is applicable, but not aware enough to describe the application of said skill proficiency in the context of the scenario? Has the DM not adequately described the environment such that you have enough context to act? That doesn't seem the case since you say you can imagine a skill proficiency being applied. An example may be useful here if you have one.
Ugh, I wish I could think of a really good example of this.
It mostly happens when I'm tired, or having an off day, so part of that is on me. And rarely any of the physical skills, those have clear actions behind them that I can picture.
Insight and Investigation stuff? Knowledge checks? It happens when I know the DM is hinting at something, something that should be obvious, but I'm just not seeing it or understanding the significance of it. And I can usually narrow it down to 2 or 3 skills, and I ask if I could roll one of the list to see if I can break past whatever it is I'm not getting.
The player determines what a character thinks. If you say your character thinks certain things about a god or a monster (or anything else), then that's what he or she thinks. No DM can gainsay you on this point, given the rules of this game. However, you know what they say about assuming. It is a good idea to verify your assumptions before you act upon them since the DM may have changed the lore on the god or the stat block on the monster. So an attempt to recall useful lore or deduce helpful information from available clues would be a good way to verify your assumptions before acting on them and potentially being roundly disappointed or even killed! Recalling lore or deducing information from available clues does not require a player to ask to make an ability check, just state a goal and approach as normal.
Very few people I play under bother homebrewing monsters to the point that I'd be remiss in making assumptions.
But there are two things I'm seeing here.
1) How is asking to recall lore not a asking to roll a check? Sure, I, as a DM, have sometimes told people after asking that there is no need to roll, because it makes perfect sense they would know the thing, but it is the same question. I don't imagine most DM's would be much more or less likely to give you the information if you prettied up your question by asking "Does my character know what a Black Pudding is?" versus "Can I roll Arcana to see if my character knows what a Black Pudding is?"
You are talking about a portion of a percentage difference I think, and that isn't enough to raise a fuss over.
2) Assuming my character can know everything I know about a world and setting is a dangerous thing. I know A LOT more than most of the people who DM for me, and most of the other players. Usually, they don't mind me acting on my knowledge, but it is polite for me to ask them and get their permission. Even if it is only to assure them on some level that their plans weren't too simplistic, it was simply that I, as a player, know far too much about the game and how it works.