Lanefan
Victoria Rules
Wait, a bear set the trap?!? We're all doomed.
We grow our bears smart in these parts, bucko. Roll for initiative!
Wait, a bear set the trap?!? We're all doomed.
We grow our bears smart in these parts, bucko. Roll for initiative!
yes Smokey got tired of your smoking and not stripping your filters. And Yogi was tired of you boo boo with the picnic baskets. You have gone a bridge to fur!Wait, a bear set the bear trap?!? We're all doomed.
Add me to the list of people interested in what case this works in where I wouldn't also judge that there's uncertainty and call for a roll. If it's important how high you get, then it's important. The goal then is to get high, not jump to the moon.Again this seems to me to be a potential drawback to the "goal" approach for some. The fact of a stated goal *can* be useful for helping to clear up an ambiguous description of a task but when it is used in this way, as a block if you will, it becomes more obstacle than aid.
Everyone may know the character cannot make it to the moon, but how far the player gets can be a very critical factor.
Sounds like a place where I'd call for a roll.Take a less outlandish case, jumping across a misding span of bridge. While the GM could see no chance of success at the stated goal is possible and thus forbid a roll and head into some auto fail description, others would simply resolve the effort ( separate from goal) and use how far the character got to determine a number of different resolutions such as catching onto supports way below, falling into the river or onto rocky shore etc.
Well, no, because I have reasonable players and I'm not trying to be a dick. If your argument hinges on the assumption that my players engage in poor goal setting and that I then enforce a zero-tolerance policy on resolution, you're barking up not only the wrong tree, but doing it maliciously. Why would you assume that my players and I are on such different pages and that our only resolution of such an expectation mismatch is for me to screw over their outlandish demands in game?Finally, maybe in your games, your players choose to define goals you deem impossible so often that rolls for them would eat up so much time that it could be as much of a problem to make you see it as so important a problem.
See, you give yourself the obvious out from your proposed problem, but can't be bothered to assume others aren't as capable of basic human interaction as yourself and your players?In my games, maybe because my players and i being on the same page as far as character capabilities and mechanics, its rare that we get into such cases of players describing impossible goals with their action or describing impossible actions (as i rarely need to ask for goal per se.)
It's not time consuming in my games, either, because we don't have rolls without being asked that then need to be discussed. Player declares action, DM adjudicates and calls for dice, if needed, DM narrates outcome. Simple loop, doesn't take much time at all.When it does happen, rolls are not time consuming, esp since they often occur along with the description, not following a "wait for GM permission to roll" delay.
So, you assign autosuccess and autofailure where it's narratively appropriate to do so? Huh, why would you think I don't do that also?Of course, thats a different animal than more general narrative thru scenes like say searching thru an abandoned graveyard where there arent any "hidden" or "trapped" or "time sensitive" elements. Those where we would narrative thru it and let the mechanics influence (possibly with roll, possibly with passives) which characters found which stuff or how much of it (or maybe even what was found.)
Sounds like you had a fun game. I'm happy for you.As happened Tuesday night when they searched three ghost ships full of dead bodies.
And that’s a situation where the outcome is uncertain, so a dice roll is appropriate.The only time this will be critical for a player is if your gaming room happens to have a particularly low ceiling.
But for a character...
...well, if the character is jumping from a space station the question of how close they get to the moon might become extremely relevant.![]()
That answer isn’t to the question I asked. It’s also not the reason 5ekyu gave for why rolls were being made.Of course there should be a roll made, or more than one. There's two levels of uncertainty from the player side, which is probably why they're searching at all:
1. Is there anything here to find?
2. If yes to question 1, do we succeed in finding it?
And here's where the DM should be doing the rolling, hidden, as a failure could be due to either of these uncertainties and the characters (and thus players) are very unlikely to know which one.
This is a gross misrepresentation of the sides here, and it's getting harder to make the charitable assumption that you are simply misunderstanding the former position, rather than actively trying to make it look bad.
You will note that in the post you quoted, I said "potential" drawbacks.
You do realize that your example just backed up what we are saying, right? You gave an example of where the outcome was in doubt. Does he land in the water or on land? That's doubt. Now take away the water and there is no doubt. He falls onto rocks and takes his lumps without a roll. Rolling when there is no point is a waste of time and energy, and disrupts the game.
The bit about the apparent imbalance between the auto-success and auto-fail, see numerous examples of where it is extolled as a good strategy to let the auto-s/f and work for the auto-s/f with your descriptions because it will improve your success rates over relying on mechanics. That seems to not be an issue in doubt. If the auto-fail was as frequent as the auto-succeed "by the same token" it would not be the case that its a better strategy to work for the auto-s/f instead of relying on the mechanics and the skills your character is good at.