I think sometimes it's not a question of what the PC remembers per se about any specific thing. It can be just as much, have they ever encountered this information, studied it in detail or taken an interest in it. Ask any random paleontologist and most will have areas of expertise. A paleontologist may be able to tell you all about sauropods in the Jurassic period but only have passing knowledge of marine life in the Mesozoic.
I also like to give people a reason to put limited resources into things like history and I want to reward it. If I just hand out all the information all the time (I do sometimes or if someone has previously established knowledge) then why even have skills?
I think this represents a good example of how different people approach the role of dice differently.
Some people would say that is a contest of some kind, the character trying to hold the door shut while the zombies try to push it open. What's the result? Well, I'm not sure. Depends on the strength of the PC, how good his footing is, is the floor slippery did he get to it moments before they had started opening, how strong is the door? Multiple uncertainties, who knows how this will end? Dice to the rescue!
I do rely on the dice quite a bit, but the players can increase their odds of success. For example if they had propped the door with a loose board (that may or may not have been part of my narrative) they may get advantage or lower the DC.
You happen to be on the other side. If the dice don't decide, who does? The player? Okay. I don't want my PC to be eaten by zombies, I win! Yay! DM? Where's the player agency? I'm not saying it's wrong, just not sure how it would be applied to this situation.
"DM? Where's the player agency? I'm not saying it's wrong, just not sure how it would be applied to this situation."
The gets at a bit of something that's nagged me. It's a clear case of a preference of mine and the players who join my games (I assume.)
I do not want as GM to bring "what I the GM may want" into the success-fail mechanics.
So, if I see a task being performed as uncertain on the merits of the scene - the setup, the action and the character - then I dont want to start also considering whether to declare it an auto-success or auto-fail due to other concerns like "do I see a meaningful consequence for failure" or "would a 20 be fun." Those are more in the line of meta-gamey style of play issues that I would apply either at "session design" ("is this a scene or event I want to plan in?") or as part of the narrative representation of the results ("ok, do what does the 23 "look like"?")
To me, that has crossed a bit of a borderline, putting "me" into the pass/fail not as a judge but as a participant more in a way that I dont prefer.
Last edited: