Veryclear.DC 40. Hope your fall is a short one.
Veryclear.DC 40. Hope your fall is a short one.
.There is also nothing in D&D 5e rules that leads me to believe the player can or should ask to make ability checks.
As far as determining whether something is uncertain, I don't know what the 5e designers had in mind and don't have much sense of how the typical 5e GM does this. But to me, saying that the outcome of the attempt to jump further than normal is not uncertain because the rules for jumping without need of a check say you can't do it seems like an overly narrow call. It seems to me that the jump rules make it certain that you can jump X feet, thus leaving it uncertain whether you can jump further than that - and the check is used to determine whether the further jump is possible (subject to some caveat that certain attempts at superhuman distances might just fail - presumably at most 5e tables an attempt to jump 50 feet without magical assistance is going to be declared an auto-failure by the GM).
And to combine some of the above thoughts: to require a description of what is being done to jump further than normal to be a description of different mechanical means - like springboards or ramps - seems needlessly complex and at odds with the general spirit of the jumping rules, because if I do use a ramp to get a height advantage then why don't I get an automatic increase in the distance I can jump (or to put it another way, why does being trained in Athletics make it easier for me to take advantage of a height difference when jumping?). And to me it also seems to encourage the fiction to focus on external elements of the characters, like what sort of equipment they can find and exploit, rather than internal elements, like how committed they are and what they are willing to risk to achieve their goals.
There's a whole paragraph on it in the same section that talks about DMs determining whether an ability check should happen and if so what skill proficiency might imply.
I have played literally every edition of D&D and 5e ia not some FATE like paradigm shift. In basic playstyle ig not mechanics, they all play essentially the same way once PCs enter the dungeon.
A player can always try to have the character jump further,
but he or she is obligated to offer the reason why that's even possible.
No. This is not true. I don't know where you are getting this, except possibly a very strange interpretation of the description of play.
Sure, but the reason might simply be "I know I can't clear this comfortably - it's further than the gap I jump across every morning when I'm training! - but if I give it my all I might just make it!"An ability check must necessarily be tied to a fictional action since the function of an ability check is to resolve uncertainty as to the outcome of the task. A player can always try to have the character jump further, but he or she is obligated to offer the reason why that's even possible.
Is it sufficient or not? That seems like something uncertain - and hence that might aptly be determined by a check.People will differ on whether the proposal of "take a deep breath and give it the ol' college try" is sufficient to boost the character's normal jumping distance.
I'm not playing 5e, but this thread came up on a forum front page and the question of how actions should be resolved in various systems is something I find interesting.Are you playing D&D 5e yet? In past discussions, you had not. I recall you mostly played D&D 4e (which is quite different from D&D 5e in many ways) or Burning Wheel.
I find this very reminiscent of classic D&D or OSR-style play. I feel that it tends to push play in the direction I mentioned upthread - very operationally focused, with a principal consideration being external factors that will allow the character to succeed.Asking to make an ability check is asking for a chance to fail, and the d20 is famously fickle. The smarter play in my view is to describe what you want to do while making an effort to remove uncertainty as to the outcome and/or the meaningful consequence of failure.
The description of a fictional action necessarily includes a goal (what you hope to achieve) and an approach (how you try to achieve it) e.g. "I try to clear the 10'-wide pit by jumping over it." This allows the DM determine if the task is possible or impossible and, if possible, whether there's a need for an ability check which may or may not include a skill proficiency.
The failure’s value is a variable we are trying to find. If the failure’s value is equal to the situation’s value, then M+X should equal 2M. But it doesn’t. M+X=M, therefore X must equal 0. If the meaning is not altered by the failure, the failure is not where the meaning came from.Failure's meaning is also M, though. And not an additional M, but the same M. You keep persisting with this unsubstantiated notion that failure has to have added meaning. It doesn't. You saying so isn't going to change the rule. The formula is M=M. So long as M is not 0, failure has meaning.
No, I do not. I attribute to you the argument that failure to achieve a goal can have meaning by itself, not it always does. It would take only one example of a failure to achieve a goal having meaning by itself to prove that failure can be meaningful by itself. And still you have not given one.You flat up attribute to me the argument that all failure has meaning, and that's not anything I said from my first post on this subject to my latest. That's a gross distortion of my argument.
Sure, but the reason might simply be "I know I can't clear this comfortably - it's further than the gap I jump across every morning when I'm training! - but if I give it my all I might just make it!"
The idea that, by default, the distances a hero can try and jump either fall into the will automatically make it category and the can't possibly make it category isn't that appealing to me, and on my reading of the 5e rules is not mandated by them.
Is it sufficient or not? That seems like something uncertain - and hence that might aptly be determined by a check.

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