Chaosmancer
Legend
I have made no such claim. I claim that my way of doing things encourages players to look for ways of resolving actions that don't have a chance of failure or don't have a cost for the attempt or consequence for failure. In contrast to your assertion that my way of doing things punishes players and in so doing makes them rely on their best skills. I am not attacking your way of doing things, I am defending mine.
You keep suggesting that my way of doing things is somehow not "just asking the players to tell me what they want to do, and being prepared for things to become skill checks." This is not the case.
Then why is it, when I opened this conversation, I was told, well actually you should do it this way. Since, all I do is let players tell me what they want to do and am prepared for things to become skill checks?
Why do you keep telling me that we do things differently, when in the end we do them the same way?
I don't have a plan. It is not my role as DM to come up with a plan for the player to escape. My role is to adjudicate the player's plan.
So you never play as a player?
That might explain a whole heck of a lot here, because I DM and play as a player. I switch between adjudicating the plan and making the plan depending on the day of the week. If you never play but only DM that might explain why we are having a hard time communicating.
YOU KEEP SAYING THIS, AND I HAVE NO IDEA WHAT IT MEANS!!!
ALL CAPS!!!
Sorry, had to get that out of my system.
At some point in this rambling conversation it was brought up that players who would worry about failing a roll and making a situation worse would simply choose not to roll. They would remain neutral as a counter to the consequences of failure.
So, it was proposed, that there should not only be consequences for failure, but consequences for doing nothing. So, exactly what I said. Consequence for failing and consequence for doing nothing.
Now, since that seems to be something you have a hard time grasping, considering your RESPONSE, I'm guessing you missed out or forgot that side conversation. But, I'm trying to cover my bases in this discussion to not misrepresent the playstyle.
This conversation has come about because you are repeatedly (and seemingly deliberately) misinterpreting my position. Yes, we probably would call for rolls much of the same times. Yes, you probably do call for rolls more often than I do. The difference between our methods is that I have a more rigorous process that I personally follow in adjudicating actions - namely, I ask myself if the character's action has a reasonable chance of accomplishing the player's goal. If it doesn't, it fails. If it does, I ask myself if the character's action has a reasonable chance of failing to achieve the player's goal. If it doesn't it succeeds. If it does, I ask myself if there is a cost for attempting this action, or a consequence for failing. If it doesn't, it succeeds. If it does, I ask myself what Attribute this task would best be resolved with, and whether the task is easy, medium, hard, or very hard. Then I tell the player to make a check with the appropriate Attribute, at the appropriate difficulty, and let them know what will happen on a failure. I do these things primarily to insure that the characters successes and failures will largely be the result of the players' decisions, rather than the roll of the dice. Secondarily, I do these things to encourage players to think in terms of what their character is doing (rather than trying to guess what skill or skills I'll allow them to accomplish their goal with on a success), and to equip them with enough information to make informed decisions.
If this was just about your personal checklist, why have you felt the need to correct me so many times about the way I play?
And, I still don't see the connection between the things you do and ensuring success and failure come about because of the player's decisions instead of a die roll. Your process is just about when to roll the dice based off player decisions, so it has equal chances of dice rolls going bad. And bad dice rolls don't invalidate the decision, do they? And how does this work towards making sure the players are thinking in terms of their character's actions instead of their skills?
Especially if you don't share your checklist and from the outside there is no difference between our approaches?
Wait...by "guessing" are you just worried about DMs who say "Well, this is a locked door, they need to use the lockpicking skill" and ignore every other plan until the players decide to pick the locks? Did you think that was the style I was advocating at any point?
I don't know, is it really that hard for you to undrstand that words mean things?
You know, breaking my statements into smaller chunks is making it harder to respond succinctly. I've been dealing with that, but this? Taking this where you have and giving such a sarcastic response does nothing to address anything and is just a jab.
You wanted to quote this with the rest of the section that followed, great, throw in your jab and then address my points. But, don't break it this far apart so that my only possible response is to be rude back. It encourages nothing but trouble.
No, it is not. It is an action. It's a thing the character is doing. It may or may not require a check to resolve, to which Proficiency in the Investigation skill may or may not be applicable. Personally, I'd say Perception would be more appropriate than Investigation here, but that's neither here nor there.
And this way of thinking is a barrier to you understanding my method. Don't worry about what kind of check it is. Just say what you want to accomplish and how your character is going about it. Most of the time, what will happen is pretty much what you think will happen, no roll necessary. Sometimes, I might inform you of a potential consequence that action might have, and what you'd need to roll to avoid that consequence. If you don't want to take the risk, you don't have to.
Correct. You'll note that the action is the thing your character is doing.
No, this is the mechanical process used to resolve the Shove action.
Possibly. That's a DM judgment call, really.
No, it's an action, which may or may not require a Perception check to resolve.
Sometimes. But many actions can be resolved without skill checks.
I think the shove example is the one that stands out the most out of this list, but frankly, I'm getting tired of the circle.
You want to divide the narrative action from the mechanical resolution. To the point where your advice to me as a player is to not even worry about how my action might resolved. At least, not until you've told me there will be a check and the DC and the consequences for failure.
What am I supposed to be gaining here? If I want to move really fast, I don't just say that and wait for the DM to tell me that I can take the Dash action, I know the Dash action is a thing and I consider both the story and the mechanics. I treat spells, combat actions, and skills mostly the same way. Combat gets reversed more often than not, but social and exploration are handled the same way.
And, I guess what I'm supposed to be gaining is an understanding of your personal checklist for resolution... woo?
I have done no such thing. I don't care if you do things my way or not. I, personally, have found the most success running the game the way I do, which is why I do it. If it doesn't interest you, don't do it my way. Why would I care?
I'm not sure, but why would I be defending my style if you weren't commenting on how I was doing it wrong? And then, instead of saying "Hey, it's just the way I prefer to do things" you double down, telling me I don't understand it, that I'm making mistakes in my use of terms, that your method leads to more people making decisions as their characters instead of... on something else since I'm starting to question what exactly you are trying to avoid.
I've been digging into what you are saying, trying to figure it out, and it seems our difference is simply you have a strict checklist that you don't share with your players and just mentally work through? That's what this entire thing exploded from?
Action declarations sometimes have checks follow them. The action declaration, like the check itself, is an event in the real world. On the other hand, the action is an imagined event that (we pretend) occurs in the fictional world of the game.
I think that keeping these things distinct aids clarity, especially when trying to compare different approaches to action resolution.
For most versions of D&D, including 5e, for many action declarations this simply isn't true. In 5e the action declaration I cast a spell is not normally resolved by calling for a check. Nor is the action declaration I pick the sword up from the ground. Nor is the action declaration I use the key to unlock the door.
Actually, if we want to get really pedantic to quote [MENTION=6779196]Charlaquin[/MENTION] "Rolling a d20, adding modifiers, and comparing to a DC is the processes that constitutes the game rules term, "check.""
So, almost all spells are resolved through a check. Either an attack roll or a saving throw.
But while we can pedantically argue down the primrose path, I think another point here is more important. That bolded section... is that the only point to keeping them separated? Just for ease of comparing different styles, most of which will still follow "declaration before roll" no matter what may find its way between? (I think it is fair to say no one has been advocating rolling then declaring an action afterward)
In that case, awesome, I appreciate it existing for that. Why am I getting taken to task for saying there are some checks that don't require a roll (reliable talent, barbarian strength) and that the action and check are so closely linked that I don't see a point in dividing them at the table?
I was told I was wrong for equating actions and checks, that I'm misunderstanding that actions and checks are different, that I'm resolving skills incorrectly because I keep thinking of them in terms of checks instead of actions.
But the entire point of a harsh division... is to help people with different styles be more clear in their discussions. So... I wouldn't have been wrong about any of that. I wouldn't have been resolving actions incorrectly. There was no point in calling me out as being wrong.
When you say that you disagree, are you (i) doubting the accuracy of my report of my experience, or (ii) reporting your own experience with this approach, or (iii) offering a conjecture?
To me, everything you talk about here is about GMing technique. Yes, if GMs use poor techniques they will get poor games. But that's why we don't use poor techniques!
To elaborate: in most D&D games I've participated in, observed, or read about, the non-combatants don't get to let the fighter "handle" the fighting. The GM establishes situations that put PCs other than just the fighter under pressure. Social situations can be framed the same way. Is the bard the fighter's herald? Well, then, the troll king (or whomever) does not want to deal with flunkies and go betweens - I wish to treat directly with your lord? Is the fighter there in the company of the bard - then the NPC asks, So, what do you have to say? Is the fighter going to refuse to respond? Will the fighter reply "I let our bard do all my talking for me?"
And if the player of the fighter makes a check and fails, why does that mean the fighter put his/her foot in his/her mouth? Why is the GM narrating that as the consequence of failure? When the player of the mage rolls a failed opportunity attack, does the GM narrate that the mage accidentally stabs him-/herself? If not, why narrate social failures in such a fashion. Or to put it another way, why frame the stakes as that the fighter does or doesn't put his/her foot in his/her mouth rather than (eg) that the troll king does or doesn't agree to the fighter's proposal?
To quote a post from another thread:
I'd say it is more inline with option (ii), but (iii) sprinkles in there.
I have had far too many players who are so scared of failing and making things worse for the party that instead they opt to do nothing.
So, when I see people saying that by adding more consequences for failing a roll than simply defaulting to the status quo, and that makes their players more eager to act, that goes against everything I have seen with new players. The more consequences there are, the more likely they are to withdraw. Now, I do have more experienced players who love diving into issues and getting bloodied up in the process, but I don't need to guarantee that every check has a direct consequences for that to happen.
Failing forward is great, I love that style. But that was not the style I was addressing. This style seems more like "checks shouldn't be rolled unless failure hurts" and that is why I said the fighter puts there foot in their mouth. Under that style, as I understand it, it cannot be that the fighter simply fails to persuade the Troll King. It must be that the fighter makes the situation worse by failing to persuade the Troll King. Losing him as an ally, turning him into an enemy, accidentally getting embroiled in an honor duel, something to make the situation worse than it was before the fighter took the check.
And players can easily shield non-social characters most of the time. The Troll King wants to adress the man in charge, well, why isn't the bard the one in charge? He's the best at giving rallying speeches and dealing with political intrigue. The Fighter is just his Captain of the Guard, good at hitting stuff and not dying.
But you know, I want anyone and everyone to be able to get in on that sort of scene, not just those good at it, which is why I object to a style that says every failure of the dice must make things worse. Sure, sometimes they make things worse, but it should not be a requirement of the check.