I definitely see that as strange. Failure is undesirable, but a check is neutral to me, because there is both the possibility of success and the possibility of failure.
Right, which is why I say a check isn't the worst possible outcome of an action. Technically a check isn't even an outcome of an action, it's the way we determine an outcome. But generally success without a check is preferable to having to make a check, because a check has a possibility of failure and a consequence for failure.
There is a small chance of things getting better than they would have with a check in the way I process the events of the game. Because if someone rolls a 25 on a DC 15 check, sometimes they get more than just a success. they might get more benefits.
I can see why that would make checks a desirable thing in your game, if not only do they not always have consequences for failure, but they have a possibility of better outcomes than automatic success. This is not how I run the game, however.
I see what you mean about the use of the human brain to imagine fictional scenarios, but to me that isn't the primary resolution mechanic because there is nothing to resolve when that happens.
Sure there is. The action. The player says what they want to do and how their character tries to do it. The DM uses their brain to try to predict the most likely outcome, and if they cannot do so with certainty, they call for a roll. This process is called resolving, or sometimes adjudicating, the action. So, I guess it would be more accurate to say that dice rolls are
a part of the primary resolution mechanic, which is evaluating the goal and approach, relying on a weighted random number generator, in the form of a d20 roll with modifiers based on character statistics, to resolve any uncertainty that arises, and narrating the result based on this evaluation.
Man, there are times when everything you say just seems designed to give off the wrong impression.
First of all, since I have stated I do not tell my players the consequences, you are likely assuming I have not used that style, but you need me to admit that so you can discredit my entire line of reasoning with a "well. if you haven't tried it my way you can't have an opinion"
I am not assuming you haven't tried telling your players the consequences. I asked specifically to
avoid falling into that assumption. The things I say would probably not give off the wrong impression so much if
you stopped assuming I'm arguing in bad faith.
But the thing the really gets me is your two standards. Did I do it your way and find it did not lead to "better and more dramatic" roleplaying (all positives there) or have I not done that and found a level of drama (not more drama, just a generic level) that I am "satisfied" with (not that is good, just that I'm willing to settle for that much, just like you settle for a crappy car because that is all you can afford.
"Beter and more dramatic roleplaying" was
pemerton's standard, not mine, which you disagreed would result from the method pemerton described. My question was if you have
tried the method pemerton described and found that it did not lead to the result they said it would (specifically, better and more dramatic roleplaying), or have you found your own method to result in roleplaying that is dramatic enough and of sufficient quality that you don't believe it would be improved by the method pemerton described?
So, with the acknoweldgement that I might be reading into this things you did not intend to put forth, this entire paragraph is asking me to admit to doing something you know so you can discredit my objections and show that instead of trying it the "better" way I'm merely settling for the "Adequate" way.
I'm not going to pretend I don't think the way I do it is better. But I do acknowledge that different people have different tastes and different experiences. Rather than assume you must not have tried my way if you don't think it's better, I thought it would be more courteous to ask if you have tried it and found it lacking, or if you simply aren't interested in trying it because you are already perfectly happy with your own method.
Note that, even if the answer is the latter, I don't believe that you would necessarily find my method preferable to your own if you just tried it. I do think you would find that it works better than you seem to think it would, but I expect you would probably still prefer your way, and indeed, think it is better.
All not addressing my actual point (some people find it more dramatic not to know what happens next) because the logical evidence that there is some truth to my statement is the very existence of spoilers and holding back information.
Addressing your point was never the intent of my inquiry. I just wanted to know if your disagreement was based on experience with the method in question or on theory.
I have no problem with people giving out the consequences in an academic sense, your game your preferences, but if you make a habit of telling players and then don't tell them for dramatic reasons, you are depriving them and it isn't fun but the DM breaking their own rules. So I do not tell them, because sometimes it is more dramatic and interesting for them not to know.
Again, I disagree that not knowing the potential consequences of a failed skill check is necessarily more dramatic or interesting. On the contrary, I think it is less dramatic and interesting because it hides what's at stake. I've referenced this before in this thread, I don't remember if it was with you, but I think Alfred Hitchcock's essay on why information is essential for creating suspense is equally applicable to roleplaying games as it is to filmmaking. I think a lot of DMs just get too caught up in worrying about keeping information the characters "couldn't know" out of the players hands and end up convincing themselves that they are making the game more dramatic by keeping information from the players instead of less.
You are missing an important detail here.
The chandelier only falls on a failed check.
Let us say the chandelier is rock steady and cannot break, and the player fails the check to jump and swing across. What would happen? They would fall. What happens if the chandelier breaks when they try and swing across? They fall.
In choosing to utilize the chandelier, and a check being called for, the players should already realize that falling is a likely result of failure, just as they should realize that trying to rush past the guards will lead to them being grabbed by the guards if they fail.
I agree, the player
should realize those things. That's kind of my point. There is every possibility that the player
doesn't realize those things, in which case you do them a disservice by not making
sure they know it. On the other hand, if they do know, you don't do them any disservice by reiterating it. Same concept as a life preserve, better to be given a reminder of the consequences and not need it than need a reminder and not get one.
The chandelier breaking is simply a dramatic detail added to the result the player already expected. It wasn't that they missed and fell, they landed wrong and it broke. But the result of their failure (falling to the ground) is the exact same result.
Sure, but what harm is done by telling the player the chandelier will fall if they fail? Don't tell them, you risk a scenario where the player, who had been expecting the chandelier to remain up if he fell so his other party members could still try to use it to escape, protests "I wouldn't have jumped if I'd known it might have broken!" Tell them, and... What? You ruin the surprise when it falls? I think you might be overestimating the drama added by
not telling the players things, and underestimating the drama added by telling them.
A "gotcha" is a failure due to information the player doesn't know. If choosing the chandelier always led to it breaking and you falling, then it would be a "gotcha". But the chandelier only breaks if you fail, it is the "how did you fail" not the "why"
Ehh, I'm not really interested in arguing about what is or isn't a "gotcha." My point is "there's no way the character could know that!" is a poor reason not to tell the player something when it is well within your power as DM to set up the scenario in such a way that the character
could know it. If you object to me using the term "gotcha" for that, fine, I won't use that term for it.