People are confused. Saying that you need to describe how you disarm a trap is not equivalent to saying how you swing the sword.
In a combat, the player does describe what they do. "i swing my sword at him", "i cast a specific spell", " i Move here, actions surge, then jump on the dragons back".
In traps, we should expect the same. "I kick the chest off the pressure plate and run", "I cut the rope that triggers the trap", "I block the arrow slit".
You're right. That's not equivalent. But I still disagree: It's
not the same. It's
more. It's an expectation of more detail, specifically - and only - in this one type of interaction with the game world. Why? Why reward one and not the other?
Second, no one is suggesting you give bonuses for describing the terms of swordplay correctly. But if a player chooses to spend a turn climbing a giants back and trying to stab it in the neck. You might give him a bonus for that.
That's not generally what happens. Generally what happens is the DM says, "Okay, give me an Acrobatics or Athletics check to see if you climb." That's actually a
penalty.
The main issue as I see it, is classifying specific approaches to situations as "narrative detail". Narrative detail suggests that the description of what is being done is purely fluff and has no bearing on the outcome of things. For pure ACTUAL narrative detail I agree. No one needs a long winded telling of how X was accomplished if it is simply color commentary.
How one goes about doing something IF the consequences for doing it vary by approach, is NOT merely narrative detail.
That's what I was getting into with the longsword play. There are consequences for that; each longsword (or indeed rapier or sword-and-shield or axe or dagger) play has a distinct advantage against presented defenses. It has a
definite bearing on the outcome of things. Yet to you it's fluff.
To speak to a different part of the counterpoint I was making, it still has a chance of failure. Just as carefully describing how your character is searching for and disarming the trap has a chance of failure. The claim was made that description can bring automatic success, and I'm trying to show how that's something with which I disagree.
So while a simple "I check for traps" wouldn't be helpful, saying "I glance around the room briefly, then move over to the cabinet checking the floor for traps as I go" gives enough scope of activity to work with. Stating where you are searching for traps is not just narrative detail, but describing exactly how you conduct the search might be.
With this I have no problem. I have a problem with granting bonuses - or, heaven forbid, automatic success - to players who do that. That should be automatic description. It should be the rogue's equivalent of "I attack with my axe."
I want to encourage players to do more than pick a skill/ability and throw a die roll at every problem.
All I'm saying is there's a large difference between throwing a die roll at every problem and front-loading an approach with description to gain a benefit.
I'm also pointing out the inconsistency of how what you're advocating is very, very specific to traps. Yes, I'm aware that's the nature of the thread, but if you're going to give a benefit to one manifestation of player skill, you have to give it to all. Or, if you prefer to think of it that way, punish all instances where the player can't use textual approach and description to gain the benefit.
It comes down to this: Veteran players and war movie watchers know how to approach possible traps. But what about picking pockets? Jane has no idea how to pick a pocket, even though her Rogue is pretty good at it. Why should she be penalized (let's face it, being unable to gain a benefit amounts to a penalty) for not being able to describe the circumstances of her PC's action? Or, put another way, why should she be rewarded in one narrow set of circumstances and not others?
@
ExploderWizard covered much of what I would say in his or her response to you, but I thought the time you put into your response to me deserved a reply out of respect for your contribution.
Thank you!
First, I would say that the purpose of die rolls and mechanics that call for them is to resolve uncertainty as to the outcome of the fictional action undertaken (if the DM establishes uncertainty at all), not to obviate a requirement for narrative detail.
If I implied that die rolls were to
replace detail, I apologize. I have no intention of doing so. In the circumstance of the player having no idea how to go about describing some action at which her character is very, very good, whether it's picking pockets, attacking with a melee weapon, or casting a spell, I see it as unavoidable, as described in the picking pockets example above. As a player, if there is a mechanic where I gain benefit by reducing uncertainty, I'm certainly going to take advantage of it. The trouble is nobody is showing how to do that across the board, for all actions. They're just saying it's okay for traps. I find that inconsistent.
It's inconsistent because "I attack with my sword" is exactly equivalent to "I search for traps." Once the warrior closes with the enemy, she attacks. Once the rogue narrows down the search parameters, she searches. There are opportunities for clever play in both scenarios. Why not award both? Why not award the warrior automatic success on an attack? But nobody's saying that. I can't see why; I can't see a difference.
Second, the "descriptive method" works for everything the character does in the context of the setting. At the very least, a player must describe a goal and approach to dealing with a particular challenge. This is how the DM determines whether or not there is uncertainty and thus a roll. Flowery language is nice, but not required to communicate a goal and approach. The DM is well-advised to adjudicate based on the goal and approach only, regardless of the kind of language used. (Though a DM might award such interaction with Inspiration when it exemplifies an established personality trait, ideal, bond, or flaw of the character.)
This is an excellent approach.
Finally, some players will simply be better at the game than others. I think that is perfectly okay in a game and, given effort and time, I would expect a player's skills to improve. I don't see any value in handicapping a skilled player or requiring less clarity and specificity from a new one. And again, the bare minimum a player must do in my view is clearly articulate a goal and approach with reasonable specificity so that the DM does not have to assume the kinds of actions the character is taking and can determine there is uncertainty or not. In my experience, new players have no issue with this at all. The only thing they may lack is knowledge specific to D&D (tropes, monsters, etc.) and that is learned over time.
Good point. Thank you for addressing it. NB: My bringing that up was a bit of devil's advocacy on a slow afternoon.
