Given that mechanics are fundamentally and inextricably tied to narrative, and that is their entire purpose for existing, I would obviously use different mechanics to reflect a different narrative (and vice versa). Withstanding a magic fireball through natural heat tolerance is different from withstanding a fireball by dodging behind something or dissipating the magical energy through runes woven into your cloak, and the mechanics should reflect that difference if they are to have any meaning whatsoever.The designers just happened to pick Dex because historically it was used in this game system. Resisting against fire in a different game system could use Constitution to tough it out. Some mechanic has to be used. Would you change narrative because you are using a different game system that uses different mechanics? Or is a Fireball in an FRPG a Fireball in an FRPG?
If the barbarian just stood there and toughed it out, then he failed to dodge the flames, but his supernatural resilience meant that his injuries were less severe than they otherwise would have been. If he succeeds on his saving throw, then he dodges the flames in the same manner as the ranger did, and his supernatural resilience means that the reduced effect produces wounds of even less severity. If he doesn't even try to dodge the fireball, then he doesn't get to roll the Dex save, because he intentionally chose to forgo it (which is a ridiculous corner-case scenario that the rules don't even address, because it's unlikely that anyone would ever be so foolish).Is the Bear Totem Barbarian toughing it out, or do you put him in the same narrow box of "he dodges the flames", just because it is a Dex save?
Yes. I usually say something like "he doesn't appear to be as hurt as you'd expect him to be", which is basically code for "he resisted that attack." I see little reason in hiding that sort of thing from the players.
Nah. One violates nothing of the sort. You are getting too caught up in the mechanics, the very thing that I am cautioning against.
The designers just happened to pick Dex because historically it was used in this game system. Resisting against fire in a different game system could use Constitution to tough it out. Some mechanic has to be used. Would you change narrative because you are using a different game system that uses different mechanics? Or is a Fireball in an FRPG a Fireball in an FRPG?
I think that you are really stuck on the concept of "which mechanic is used determines the subset of which narratives to use", so I doubt that we will ever have common ground on this.
You are making an assumption. That the characters should observe a given effect every single time and that is the DM's responsibility to always tell them about it.
Are you claiming that the DM should always tell the players about resistance, regardless of perception, knowledge, etc.?
That every form of resistance for every monster that has it is immediately noticeable?
That every time a PC hits a foe, that the damage and the degree of damage is also noticeable?
In all types of genres, a character could get thrown across a room and slammed into a wall. Is there always blood coming out of his mouth or some other indication that he "got damaged"? What if it does 2 hit points out of his 300 hit points?
The point I am making is that there is nothing wrong with describing resistance and letting the players know. There is also nothing wrong with requiring a perception roll to notice the difference, or a knowledge check to know that it is a possibility, or even to not in a given encounter let the players know at all, or to give a clue that the creature is actually vulnerable when it is resistant once in a while ("You Fireball the foe, he screams in agony and tries to back away from the flames" an old tactic by this monster). I am not advocating to never give information out about resistance, but I am advocating that it should not always be obvious or even accurate. I am advocating for some mystery in the game, not just the same old ho hum boring hints that tell the players exactly what actions their PCs should or shouldn't do. The mechanics should dictate the results, not necessarily the narrative and especially not necessarily the information that the players get.
Throw a curve ball into your game. Break out of your comfort zone of DMing.![]()
So if a PC is trying to move a heavy rock or open a sticky door, how often do you call for a CHA check? I mean always calling for a STR check would be getting too caught up in the mechanics, right?
For me, giving my players more information is moving out of my comfort zone. Might you be in the same boat?
As a DM, do you hint that an attack doesn't do full damage against a creature with damage resistance?
I have been, but they discussed it on the Cannon Fodder podcast (Glass Cannon podcast after show), and now I'm second guessing.
PHB page 175, variant rule: Skills with Different Abilities
A Wizard wants to move a rock, I might give him an INT check and he figures out how to use a lever. He wants to open a sticky door, he could use INT to figure out to tie a rock to a rope and swing it like a wrecking ball. The Cleric could use WIS to figure out the same thing because it's pretty much common sense to use a machine when you don't have the strength to do something manually.
Not every check has to be an intuitively obvious choice of ability to use.
This has on occasion been pushed by some of my players with high DEX and low STR score PCs that want to use some type of parkour to climb.
Not every game result has to be narratively explained based on what mechanics are in play, and not every task has to use the same game mechanics.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.