Charlaquin
Goblin Queen (She/Her/Hers)
Ok, I see the confusion here. You said:Sorry if I am phrasing my summaries poorly.
You said that you aren't saying your players will take "Better options" just options that have no chance of failure.
I think what most got me in the post you quoted was Charlaquin's claim that punishing players makes them look for better options instead of relying on their best skills.
I said:
This is very,very far afield of my claim. My claim was/is that not calling for a roll unless the action has a logical chance of success, chance of failure, and cost for the attempt or consequence for failure, 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.
You assumed that the part of your quote I took issue with was "makes them look for better options." In fact, I took issue with the "punishing players" part, along with the fact that your quote implies that "looking for better options" and "relying on their best skills" are mutually exclusive things.
...Weird way to phrase that, but ok, I think I see what you mean.Also, an option than has no meaningful consequence, you won't call for a roll, it will just auto-succeed. Meaning in the meta (since you are very specific in what you want to mean) those action would be considered actions that cannot fail, because the DM will make them succeed.
Keep trying to claim? I corrected your misrepresentation of my stance one time.But you also keep saying that you aren't trying to claim your players are picking better ways, or more effective ways.
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.There is an implicit thrust to this, that people not using your set of requirements are getting players who are not taking those actions, who are not coming up with actions that are likely to succeed or ideas that will likely work. If your system creates those types of actions, it seems you are implying we don't.
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.I understand the order of operations you are operating under, but I don't see what it is meant to achieve that my approach of just asking the players to tell me what they want to do, and being prepared for things to become skill checks, doesn't.
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.I might have been unclear.
I'm not coming up with a plan. I wanted to see what your plan was.
My system incentivizes players to think in terms of what their character is doing, in order to maximize their ability to avoid having to make checks. Again, if you just imagine your character existing in the world and describe what they do, most of the time what happens as a result will be pretty much what you expected to happen. If you have a pretty good idea about the most likely outcome of your character doing a thing, that's probably exactly what's going to happen. In the case that something bad might happen, you'll get fair warning about that. You're the one trying to force this "players need to come up with foolproof plans to succeed" narrative, not me.You're system incentivizes players to take actions that have no chance of failing, so, in that scenario, what is the foolproof plan that your system would incentivize you to make. I can think of plenty of plans that have a chance of failing, some maybe involving multiple rolls.
All evidence to the contrary.I'm trying to understand you.
YOU KEEP SAYING THIS, AND I HAVE NO IDEA WHAT IT MEANS!!!I was going to respond to the part right above this, but this seemed like a better point.
How am I being uncharitable?
If there is a chance of success, a chance of failure, and consequences for the action. You will call for a roll. If there are consequences they must make the situation worse for the player than it started out as. There must also be consequences for not acting. The goal is not to roll the dice at all.
I have literally told you that I mean that.The only ways to avoid rolling the dice, would be to come up with a plan that cannot fail (removing the requirement of the action having a chance of failure) or to come up with a plan that has no consequence for failure (removing that structure instead). You could also avoid rolling by coming up with a plan that has no chance of success, but that means auto-failure, so that's not ideal.
This is what you have said, this is your system. Now, maybe you mean "the action has a decent chance of failure" instead "chance of failure" but just from what you have said, I don't want to assume that.
Eh, to be honest, I don't think flagging down the waitress has a reasonable chance of failure. Like, could it technically fail? Sure, but so could tying your shoes, and we don't make checks for that. That's why I say "reasonable chance of failure" instead of "possibility of failure." Whether or not a check is called for depends not only on if the action could fail, but if failure is a plausible and dramatically significant possibility. In other words, if it has a chance of failure and a consequence for failure.But that makes me re-look at the barmaid example. Chance of success? Yep. Chance of failure? Yep. Stakes? Possible depending on the circumstances. So, would you call for a DC 5 check, if there were high enough stakes? You aren't considering the mechanical effects what so ever, it is purely within the fiction, the mechanical comes afterwards.
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.Now, it is likely we would call for rolls much of the same time, I might just call for more than you do. But, I don't see the difference you are trying to put between our two methods unless you are more strict in rulings or consequences than I am. Otherwise, this entire discussion has come about because I occasionally allow rolls you wouldn't instead of any major difference in our adjudication of rolls.
If your players think primarily in terms of what their characters are doing the way you run things, that's great. To be perfectly frank, I don't really care. You do whatever you want, it doesn't affect my game. In my experience, when I have allowed players to announce actions in terms of what skill they want to use instead of what their character is doing, it has not worked that way. I have had much more success running it the way I describe above. Your mileage may, and probably will, vary. And that's fine.
The three step process is something I do to help me resolve actions in what I feel is the best way I can. If you don't need or want to use such a process, great. Again, I don't really care. As for the division between actions and checks, they are two different things. They just are. That's how they're defined by the rules. I quoted the exact sections of the rules that define them, I don't know what more you want from me. Actions aren't checks, checks are a tool you use to figure out what happens as a result of actions. This is not some ideological thing, this is literally what the words mean in terms of 5e's rules.That's pretty much how I would handle it. Except for the 10 minutes part (but that has nothing to do with anything we're discussing) I just wouldn't tell them it was a DC 15 check. Might tell them it looks like a fairly basic lock if they have the time to study it.
The player asked to do something. They easily can beat the DC due to their abilities. They succeed.
Where is the need for your three step process and division between actions and checks? Since that gets resolved the same way... what do you think I'm doing differently?
Rolling a d20, adding modifiers, and comparing to a DC is the processes that constitutes the game rules term, "check." In some specific cases, certain abilities may make it possible to determine the results of a check without having to roll the d20.Right, you insisted something I said was wrong, because these two things are distinct. I cannot have checks which do not require a roll, because all checks require a roll only actions might not require a roll.
Because you thinking of the words "check" and "action" as essentially interchangeable seems to be getting in the way of you understanding my methods.And as I try and dig into this to understand why what I was saying was wrong... I'm finding almost no meaningful distinction, nor a reason you had to call out my statement as wrong. You just had to point out that you follow very strict definitions of the terms that have little impact on the game itself?
Why?
Why do you insist on this?
I don't know, is it really that hard for you to undrstand that words mean things?Is it really that hard for you to understand how this works?
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."I search the room for clues" is an investigation check.
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.Sure, maybe the DM will just hand me a success, but if they do not it will be an investigation check to investigate the room.
Correct. You'll note that the action is the thing your character is doing."I shove the goblin off the cliff" is the shove action,
No, this is the mechanical process used to resolve the Shove action.which is an athletics check, maybe the DM just wants to get the fight over with and my fighter will succeed, but if they do not it will athletics opposed by Goblin Dexterity to shove it off,
Possibly. That's a DM judgment call, really.and the goblin will get a Dex save to catch the edge as well.
No, it's an action, which may or may not require a Perception check to resolve."I listen through the door to hear what they are saying about the Duke" is a perception check. Maybe the DM will just let me succeed, but if they do not it will be a perception check to hear a conversation through a thick wooden door.
Sometimes. But many actions can be resolved without skill checks.You want me to divide these, to only think in terms of the actions, but the resolution of actions is done through skill checks.
Not at my table. The action-to-ability-check ratio is pretty steep at my table. Checks are made frequently, because my games focus on adventurous people in dangerous situations and naturally that will lead to a high frequency of actions with uncertain outcomes and dramatic consequences. But far more actions are declared that don't have uncertain outcomes or don't have dramatic consequences. When a check happens in my games, it's because things are getting tense.Actions are highly likely to have skill checks follow them.
It's not. Again, short of actually coming to my game and seeing how it plays out, you're just going to have to take my word for it. But trust me, that is the best way to be successful in my games.So, thinking only about the action and not considering the mechanics behind the action just seems like poor play.
Why does it matter if you're surprised? I'm telling you exactly what you need to roll, what the difficulty is, and what the consequences could be, and allowing you to back out if you don't want to go through with it. In what way are you disadvantaged by not having predicted that I'd make that call?Especially when, if a check is called for at your table, you are going to tell me a DC and a consequence for failure, so I need to already be thinking in mechanical terms not surprised when you say I need to roll perception if I want to accomplish my task.
Alright. You're allowed not to like that. Personally, I do.As for me having a problem with a player being able to lay out all their options with precise DCs for each, before wasting any time or making any decision... yeah, I have a problem with that. It kind of ruins the narrative. Just like how I really never liked the VATS system in Fallout 3, because all of a sudden I could stop being in the world and pull up a screen of statistics to make the most mathematical optimal choice. You don't know what the mathematical best choice is between shoving past the guards on the stairs, jumping out the window, or leaping for the chandelier. You just know those are options, you are on the 3rd floor and the floor below the chandelier is at least 10 ft down. You have the information your character has, go ahead an make a choice.
Good for you, dude. If that works for you, go nuts. It has no impact on me and my games.But this has nothing to do with any of what you said. Why is your system about presenting chances of success and failure and consequences for failure and all these different mechanical options if your goal is simply "imagine your character is in the world". That's far simpler. That doesn't require anything you have been talking about. I should know, getting people to think like their character would is my entire goal, yet I never break down their choices into a three step verification process.
Sure, I think about the likelihood of success, but once they are thinking like their characters then they almost never make choices that have no chance of success. And they don't need to know the consequences for their actions, because those consequences that aren't obvious aren't things that the character is likely to know anyways. They didn't study the chandelier's structural integrity to see that a mistimed jump is going to cause it to rip out of the ceiling. They don't know that. They just know that they might be able to jump to it as one of their choices for avoiding the guards.
You go on about the process like that is the important part, but I'm reaching the same goal without your process and strict definitions.
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?You kept calling me out for not doing things your way, indicating that following these rules make for the best game.
You have done nothing but pick apart my style in your quest to understand what you're doing differently than me. When in reality, it could not be simpler. You allow players to declare actions in terms of what skill they want to use, and you don't tell players the DC or possible consequences. I request that players declare actions in terms of goal and approach, and I do tell them the DC and possible consequences. Additionally, I only call for rolls under a particular set of circumstances (namely, a reasonable chance of success, a reasonable chance of failure, and a cost for the action or consequence for failure). That's it. It really isn't more complicated than that.I've spent far more of our discussion defending why I said a thing, or trying to understand what I'm doing differently than you than I've spent picking apart your style, because you keep insising I'm not getting it
For me, it is the best way I've found. I can only speak to my own experience. If your way works for you, have fun with your way.and implying your way is the best way.
Ok. That's your call to make. Whether you are making it because of what you imagine your character would do or based on your mental cost/benefit analysis, that's none of my business. My job is to give you the information you need to make decisions. What decisions you make or why is up to you.But you make me highly aware of my stats first. By both assuring that there are consequences for failure if dice are rolled, and by telling me the exact DC, I know my precise chances of success. Once I have that information, I would find it very difficult to ignore that information and make decisions in spite of it. If I know my actions, despite being logical and exactly what I want my character to do, only have a 20% chance of success... then I'm breaking away from the story and instead delving into the mechanics.
See, on this we disagree. I think your character can and should have a decent sense of their own capabilities. Just like you can look at a cliff and make a fairly accurate prediction about whether or not you'd be able to climb it and what would happen if you failed. Just like you, your character is a sapient entity with a concept of cause and effect, who can make predictions about the likely effects caused by their own actions, to a reasonable degree of accuracy. Me telling you the DC and consequences is an abstraction of that knowledge, and if you go through with it, the possibility of failure is an abstraction of the possibility of your character misjudging their capabilities, the difficulty of the task, or both. And we are telling the story together. Whatever decision you make, that's what makes sense in the story. That's your right as a player, you have full autonomy over your character's actions.I know information my character doesn't (the precise odds of success) and so I am going to work off of that information instead of what makes sense for the story.
I don't think you being risk averse is a bad thing. The point is to allow you to succeed and fail based more on your choices than on random chance. If your decision is to avoid risk, great! If your decision is to dive headfirst into risk, also great! But it should be an informed decision either way, otherwise we're just flailing about and asking the dice to tell us what happens, which is not my cup of tea.So, I'm supposed to ignore any sort of mechanics until you pull aside the curtain and decide it is time to talk about them? There are plenty of reasons the King might not be swayed by my speech, and plenty of ways I could flub it up. Maybe I'm just against the idea of undoing player actions. I feel like at your table, the closest I would come would be asking "okay, what if I said something kind of like this" instead of staying in character and talking to the king, because the idea of "unringing a bell" once there is a chance for failure bothers the heck out of me. It makes me want to be too risk averse.
Now, my way may not be your cup of tea either. By the sound of it, it's very much not. And that's perfectly ok. We don't have to like the same things, and if my style isn't for you, then all I can say is, I hope you have more fun with your own style than you would with mine.
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