Charlaquin
Goblin Queen (She/Her/Hers)
And here’s the rub. As soon as you, the DM, start making decisions about what a character being portrayed by one of your players “would do,” you have overstepped what I believe to be the bounds of your role. Only the player gets to decide what their character “would do.” And there are plenty of reasons a character might do something that the player had them do based on external information. Again, if the players know their characters are in danger of being observed, they might search for the observer or shore up their attempts to hide themselves. All things it would be perfectly reasonable for characters who don’t know they are being observed might do.Where my point is that in order to be able to give that input in a consistent and believable way the player's knowledge should (as far as possible) match that of the character.
Otherwise the input is either filtered through some sort of self-policing or is liable to be incongruent with what the character would do otherwise.
Sure. And I try to limit my narration to what the characters can directly observe. But I’m also not going to get my nickers in a twist about the players realizing that the fact that I called for a Stealth check means there was a chance something might have observed them. Again, I try only to call for checks in response to players’ action declarations, so chances are I’ve telegraphed the presence whatever they might guess the check indicates anyway.I guess we disagree on the definition of 'pertinent'. If I-as-DM fail to tell the player about something relevant that the character would have known or observed, that's on me. But that by no means suggests I should be telling them about things the PCs don't (yet) know.
Put another way: I hold and retain the right to now and then surprise the players and PCs together.
That’s cool. You do you. I’ll do me. We won’t do each other. Probably.Not hear, smell. But in either case I'd probably do a series of things:
First, I'd roll to see how much noise the dog happens to make; as this is a somewhat random element and informs what comes next. Then, based on that roll I'd give the PCs a Listen (or Hear Noise) roll if the dog was quiet, or skip straight to narration if the dog, say, started barking (i.e. a really high how-much-noise roll).
I'd then narrate from the results of the Listen roll.
That was a good poem.
Again, too many variables for me to answer accurately. Could be one. Could be five. Could be zero. It depends on what actions the player takes and what the outcomes of those actions are. The nature of my style of DMing is that it’s highly context-dependent. I suppose if you really want to I could DM this scenario for you play-by-post style and that would indicate one way such a scenario might play out. I would imagine it would play out differently if Oofta played through it, or if Elfcrusher did, or if Bawylie did.I was referring to how many Stealth checks to get down the entire hallway - one per door? One overall? Or?
That’s a valid way to run the game. But it’s not the only valid way to run it. I ran it that way for years and struggled the whole time with issues I did not have the language or context to articulate. Then I learned of other approaches, tried them for myself, and found them more to my liking. But if your way works for you, maybe you’re better at it than I was, or maybe you value different things in an RPG than I do. Ultimate it doesn’t really matter why our tastes diverge, what matters is that we each enjoy the game in our own way.And right here is where I would want to get off the bus. The hallway should be treated exactly the same in the mechanics, regardless of what's actually there, until and unless something happens to change that. So, if it's one check per door it's one check per door, end of story; until and unless either a check result causes the PCs to be noticed (if there's anything to do so) or something else intervenes (e.g. an unexpected guard walks around a corner).
And why is this? Because neither the PCs nor the players know what if any threats lurk behind those doors, and nor should they until and unless a) a threat makes itself obvious (a dog barks; or a door opens) or b) the PCs notice something that indicates a threat might be present (they hear a dog; or see light coming out from under the door).
It sometimes generates a big sigh of relief from the players when they absolutely butcher a sneak check and my response goes something like "Well, fortunately for you you picked a good time to mess that up; as nothing seems to have come of it."