Ovinomancer
No flips for you!
I wouldn’t call for a roll if there wasn’t anyone to alert. I’d just narrate success.
Right, but failing your check had a consequence - specifically, being spotted. That’s consequence enough.
Then I think you might be arguing against boogeymen. Cause I’m pretty sure no one here is making that argument.
Right, but that’s only a meaningful cost if time is a limited resource. If you’re in combat, or if the time it takes you to attempt to goad the horse into jumping over the pit brings you a step closer to a check for random encounters, then yeah, that’s consequence enough that a roll would be needed to resolve it. But if what happens on a failure is nothing except that you get a little flavor text about your failure to convince the horse to jump and then you try again, repeat until you succeed, I would much rather save everyone the time and skip to narrating the eventual success.
When my players announce an action and I determine that it does require a check to resolve, I tell the players the DC and what will happen as a result of failure. If what will happen as a result of failure is “nothing,” I don’t make up some consequence out of my ass to satisfy the requirement that a check must have a consequence. I just narrate success. That’s why I object to my style being presented as “punishing the player for rolling.”
When my players announce an action and I determine that it does require a check to resolve, I tell the players the DC and what will happen on a failure. If what will happen on a failure is “nothing,” then I don’t call for a check, I just narrate success. I don’t make up something to punish the player with, which is why I object to my style being represented as “punishing the players for rolling.”I'm going more by what I've seen at tables, and what I'm seeing in virtually every single example that gets posited on the boards. @Maxperson set a DC of 20 to know 2 facts about a monster, with a chance that neither of those facts would actually be useful in context. To me, that's ridiculously high. And, IIRC, there was a chance on a failed check of learning false information. ((Correct me if I'm misattributing that to you @Maxperson, I know someone said it)) So, I have about a 50:50 chance of success, which means I learn a minimal amount of information, potentially of no value to me in context, and a 50% chance of learning misleading information which I have no means of falsifying beforehand.
And that's presuming a +10 on the skill check, which means I'm looking at about a 10th level character (or thereabouts). Certainly not a fresh off the farm character anyway.
So, yeah, while I cannot comment about your game, I can only go by the truckload of examples from the boards of DM's who really, really don't realize the implications of their math.
Ah. I have done a thing I can't mention to some participants, but from your formatting error I see that my understanding of odds is being questioned with regards to the DC 25 I set above? If so, I fully understand the odds. I almost always set DCs between 10-15, occasionally 20, and rarely higher. I also know that a rogue or bard with appropriate expertise can hit a DC 25 about 40% of the time by 12th level. I also generally dislike ability checks that replicate class features from other classes. So, yes, imitating a slow fall will get a low probability of success from me, with a high risk. The implication here is that you shouldn't do this. If you care to note, the DC for reducing damage by half dropped to a 15 and the risk was the loss of a turn of actions (but still being able to move), which steps down greatly from the DC25 double damage. I incentivize appropriately to my tastes, and it's not a lack of understanding on my part of odds. In fact, it's quite the opposite -- I very much intended that result.