D&D 5E How do you handle insight?

Hussar

Legend
Huh?

Never once have I said there are no jerks at the table. What I say repeatedly is that jerk-proof rules are not the way to deal with it.
I'd point out that no matter what, @Charlaquin woud be very unhappy at @jasper's table. Not because anyone is a jerk, but, because they are approaching the game from very, very different perspectives. It doesn't have anything to do with jerk proofing the game, despite @jasper's somewhat tongue in cheek example. But, that example did achieve the goal of defining what each person wants from the game, so, I'd call that a success.
 

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Briggs should not have rolled at all. The DM should have just told him that he doesn't find any traps.

Rolling should only happen if the outcome is in doubt (there are meaningful consequences for failure, and it is interesting). If a 19 doesn't do it, it doesn't sound like the outcome was in doubt.

It sucks to roll high and have nothing happen. No one has fun.

19 was a total result, not the number that was on the dice.
 



ad_hoc

(they/them)
I don't know, I did not ask the player.

But Briggs could have just check again until rolling high right?

If that is the case why not just have Briggs succeed instead of grinding the game to a halt to make inconsequential rolls.

From what I've been reading on message boards people call for far too many ability checks in their games.
 

But Briggs could have just check again until rolling high right?

If that is the case why not just have Briggs succeed instead of grinding the game to a halt to make inconsequential rolls.

From what I've been reading on message boards people call for far too many ability checks in their games.

The game that I'm running doesn't use ability checks to resolve skill rolls. There is a specific mechanic for trying things over and over again until success. The player chose not to use that mechanic.
 

Ovinomancer

No flips for you!
The game that I'm running doesn't use ability checks to resolve skill rolls. There is a specific mechanic for trying things over and over again until success. The player chose not to use that mechanic.
What are using other than ability checks?

If you run table rules, it's helpful to identify them when discussing topics tgat said rule alter.
 

5ekyu

Hero
Why didn't Briggs just check for traps again?
Perhaps Briggs thought that checking for traps has a chance to set off traps (but not a guarantee) and decided the odds were not in his favor on the second roll?

Perhaps the first attempt took up time and they shifted priorities to the quicker bash option?

There are lotsa potential reasons.

As for a meaningful consequence of failure, I cannot imagine a failed check for traps that wouldn't have a meaningful consequence for failure - given the setback option. "GOOD news - there is jo trap mechanism you can disarm from the outside. BAD news, there are signs of a trap you cannot get to, based on some retouching of the exterior to cover up prior cases of it going off. Possibly it was a blast thing, but it seems similar to something you were shown once."
 


Oofta

Legend
It's really up to the DM how to handle retries. If there is no time constraint and the trap isn't going to blow up on a bad roll, it just happens. I might ask for a d20 roll just to clarify how long it takes so on a 1 may take an hour to disable a trap.

This is one of those cases where I wouldn't ask for a roll (or allow a second roll if it's player initiated) unless there's a setback on failure. The setback could be anything from damaging the trap in such a way as to raise the DC, potentially making it impossible to disable to accidentally triggering the trap. My own house rule is that there's a complication if you miss by 10 or more.
 

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