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Skills used by players on other players.
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<blockquote data-quote="Ovinomancer" data-source="post: 7534506" data-attributes="member: 16814"><p>It's 100% consistent. Again, the play loop is:</p><p></p><p>1. DM describes environment.</p><p>2. Players declare PC actions</p><p>3. DM determines if actions are auto success, auto fail, or uncertain. If uncertain, call for checks.</p><p> </p><p>Added is the rule that players have the sole power to decide what their PCs think.</p><p></p><p></p><p>In all your cases, you get to 3 and decide that the PC's declared action is uncertain. [MENTION=97077]iserith[/MENTION] gets there and applies the rule that players get to say what they think and decides there's no uncertainty: it's whatever the players say. Iserith is 100% consistsnt in his adjudication.</p><p></p><p>If I had to point at the confusion, it would be that you've interalized a play concept from eariler editions that mechanics are to be preferentially used to resolve conflicts. 5e has moved away from that (though you can still do it) with how it structures play. Now there's a distinct pass to determine auto success/failure and only then go to checks. In this latter case, the guideline that players have full control over thier PC thinkings and feelings means that for questions on that front are the players' purview, not the DM's.</p><p></p><p>You clearly do not have to be agree with this, but that doesn't mean it isn't well thought out or consistent.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7534506, member: 16814"] It's 100% consistent. Again, the play loop is: 1. DM describes environment. 2. Players declare PC actions 3. DM determines if actions are auto success, auto fail, or uncertain. If uncertain, call for checks. Added is the rule that players have the sole power to decide what their PCs think. In all your cases, you get to 3 and decide that the PC's declared action is uncertain. [MENTION=97077]iserith[/MENTION] gets there and applies the rule that players get to say what they think and decides there's no uncertainty: it's whatever the players say. Iserith is 100% consistsnt in his adjudication. If I had to point at the confusion, it would be that you've interalized a play concept from eariler editions that mechanics are to be preferentially used to resolve conflicts. 5e has moved away from that (though you can still do it) with how it structures play. Now there's a distinct pass to determine auto success/failure and only then go to checks. In this latter case, the guideline that players have full control over thier PC thinkings and feelings means that for questions on that front are the players' purview, not the DM's. You clearly do not have to be agree with this, but that doesn't mean it isn't well thought out or consistent. [/QUOTE]
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