D&D 5E Are there actions not covered under a skill?

Ovinomancer

No flips for you!
While I feel like @Ovinomancer and @iserith are both making not-so-subtle digs at me and my GMing style, I am going to chalk that up to the weaknesses of purely text communication. I feel like both are claiming superiority and one-true-wayism as it relates to 5E, but, again, it's probably me.

But, since I feel this way, it's probably best if I bow out of this discussion rather than let it devolve into something less civil.
You're 100% wrong. I'm super happy you have fun playing how you play and suggest you do what works for you. My way is not better than yours, it is different. Let's not forget who's raised trust issues about the other's playstyle.

I don't personally care for your approach, but I do not begrudge you it.
 

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Charlaquin

Goblin Queen (She/Her/Hers)
No, it assumes that the DM is going to decide whether a check is needed and what the DC is based on the situation and the actions of the PC, not based on whether their action declaration includes a check they’d like to make or not.
Your example didn’t include a description of the actions of the PC though...

no, I know exactly what they were saying, and I’m saying that the sort of strategy they refer to has no relevance at my table. Whether a roll is needed to determine success doesn’t change based on whether the player references a check or not.
If you know exactly what he was saying, then you are misrepresenting it, because he was not saying that whether a roll is needed to determine success changes based on whether the player references a check or not.

The action either has a chance of failure, or it doesn’t. If they describe an approach that isn’t gonna fail, it isn’t gonna fail regardless of whether they do so and declare a skill check or without doing so.
But the player in your example didn’t describe an approach at all!

Edit to add, for max clarity: The possibility of automatic success is wholly unaffected by whether the player references a skill check or not. It is entirely dependent on what approach they take, and my judgement of the situation and the applicability of their approach.
Then you and @iserith are talking past each other, because nothing about this assertion is in any way contrary to his point.

Again, @iserith, correct me if I’m wrong about that.
 

iserith

Magic Wordsmith
I think the objection he's making is something like this: I'm saying that it's smart play not to ask for checks because ideally you don't want to roll. He's saying even if a player does ask for a check, he's not going to retroactively decide that the outcome of the task is uncertain and has a meaningful consequence for failure just because a player asked, so what's the big deal?

If that is a correct summation of the objection, then I can only say "good." It just means the player asked for a check for no apparent good reason. But this isn't what I'm referring to.

The smart play as I see it, given the game's rules and processes and assuming the DM is trying to adhere to them, is to pay attention and engage with the environment the DM took the time to describe in a way that attempts to complete a task by removing any uncertainty as to the outcome and/or the meaningful consequence for failure. This is how you avoid rolling an ability check. If your goal is success, rolling is not the best strategy. The character's proficiencies and resources are insurance in case you do end up having to roll.

If this was not the objection, then I'll stand by for clarification.
 

billd91

Not your screen monkey (he/him)
3.x procedures call for a roll whenever failure is possible. It sets DCs by the rule book, only allowing GMs authority to set DCs when not already set by the rules.

I'd call that a very uncharitable spin about the rigidity of the 3e rules compared to DM authority. The rules provide guidelines for the DCs, this is an edition significantly influenced by the ethos that players can make really meaningful choices only if they know the stakes, but the rules are also clear that the DM can heap on all sorts of modifiers if they seem appropriate to the situation and change the impact of modifiers if necessary. It calls the +2/-2 circumstance modifiers the DM's Best Friend for a reason.
 

doctorbadwolf

Heretic of The Seventh Circle
Your example didn’t include a description of the actions of the PC though...


If you know exactly what he was saying, then you are misrepresenting it, because he was not saying that whether a roll is needed to determine success changes based on whether the player references a check or not.


But the player in your example didn’t describe an approach at all!


Then you and @iserith are talking past each other, because nothing about this assertion is in any way contrary to his point.

Again, @iserith, correct me if I’m wrong about that.
Why would I include it? The point has nothing to do with the particulars of the action declaration, except for the idea that asking for a check has literally any effect on how the action is adjudicated. I only included what was relevant. I included the fact that the action and approach were described. Since the specifics aren’t relevant to my point, again, why would I include them?
As for any “misinterpretation”, nope. But, hey, they knew what I was saying, so I’m good.

I think the objection he's making is something like this: I'm saying that it's smart play not to ask for checks because ideally you don't want to roll. He's saying even if a player does ask for a check, he's not going to retroactively decide that the outcome of the task is uncertain and has a meaningful consequence for failure just because a player asked, so what's the big deal?

If that is a correct summation of the objection, then I can only say "good." It just means the player asked for a check for no apparent good reason. But this isn't what I'm referring to.

The smart play as I see it, given the game's rules and processes and assuming the DM is trying to adhere to them, is to pay attention and engage with the environment the DM took the time to describe in a way that attempts to complete a task by removing any uncertainty as to the outcome and/or the meaningful consequence for failure. This is how you avoid rolling an ability check. If your goal is success, rolling is not the best strategy. The character's proficiencies and resources are insurance in case you do end up having to roll.

If this was not the objection, then I'll stand by for clarification.
Yeah that’s about it. IME, most DMs aren’t going to change the nature of the situation just because the player said “roll stealth” as part of their action/approach description. It requires a roll or doesn’t based on how you approach the action. That’s it. So, while I’d consider a good description better engagement with the world, I don’t buy that it’s “smarter play”, nor do I want my players to be trying to win the game by outsmarting the rules, which that comes across as. IMO D&D is a vastly better game for the decreased emphasis on “smart play/player skill”, but I know some folks like their D&D closer to Dark Souls, where it’s “get good“ or die repeatedly until you give up.

I would hazard a guess that your mindset is much less “win D&D” than the description comes across, though. Forum debates lead to exaggerated perceptions of each others’ stances.

But on another note, I said I’d clarify something. When I referred to unnecessary rolls, I wasn’t speaking of the off-topic idea of the DM making or asking for unnecessary rolls to keep the players guessing. I was referring to the on-topic idea of letting rolls that I didn’t ask for slide, and using them to determine things about how things play out other than success.

eg, when the player rolls a stealth check to shadow a mark unnoticed in a scene where I see no reasonable chance of failure for this expert assassin, I don’t admonish the player or say “no need for a roll you just succeed”. Instead, I say, “Okay you succeed regardless of the roll, but what did you roll?” And when they tell me, I think about the scene, and I weave new elements into the scene, or decide what route the mark takes, or decide which of several potential complications will arise, or give them additional information if it’s a good roll, or something like that.

This offloads some cognitive work from me onto the dice, and often onto the players as I say, “okay, there was going to be a complication regardless, but Sinjin is way stealthier than this job requires, so I’m gonna let the group represent his superior knowledge of the City. Which of these two options can he deftly avoid, instead dealing with the other complication?”

D&D benefits, IME, from letting the dice be more than success or failure. The DMG encourages this, though I’ll be damned if I’m gonna leaf through it today to find the passage that talks about degrees of success and letting a poor roll fail forward or present a mixed result that’s more interesting than a total failure.
 

Ovinomancer

No flips for you!
I'd call that a very uncharitable spin about the rigidity of the 3e rules compared to DM authority. The rules provide guidelines for the DCs, this is an edition significantly influenced by the ethos that players can make really meaningful choices only if they know the stakes, but the rules are also clear that the DM can heap on all sorts of modifiers if they seem appropriate to the situation and change the impact of modifiers if necessary. It calls the +2/-2 circumstance modifiers the DM's Best Friend for a reason.
And I find it odd that the +/-2 is held out as evidence that GM's have lots of leeway in setting DCs. Rather, it seems a nearly insignificant modifier after the early kevels: too small to make a difference if untrained/low ranks/cross class, and to small to make a difference in focused skills, especially with synergies.

Maybe we remember different games.
 

iserith

Magic Wordsmith
Yeah that’s about it. IME, most DMs aren’t going to change the nature of the situation just because the player said “roll stealth” as part of their action/approach description. It requires a roll or doesn’t based on how you approach the action. That’s it. So, while I’d consider a good description better engagement with the world, I don’t buy that it’s “smarter play”, nor do I want my players to be trying to win the game by outsmarting the rules, which that comes across as. IMO D&D is a vastly better game for the decreased emphasis on “smart play/player skill”, but I know some folks like their D&D closer to Dark Souls, where it’s “get good“ or die repeatedly until you give up.

I would hazard a guess that your mindset is much less “win D&D” than the description comes across, though. Forum debates lead to exaggerated perceptions of each others’ stances.

Smart play in my view is opening the bureau and rifling through the folded clothes to find the key. There might be no roll here at all - you just succeed because the key is, in fact, hidden beneath a set of folded clothes. Less smart play is doing none of that and just saying "Can I make a Perception check to pace around the room and search the walls and furniture for clues?" The PHB suggests that, in this example, you don't even get a check. You just fail due to a lack of reasonable specificity in engaging with the environment.

We "win" at D&D when everyone has fun and creates an exciting, memorable story by playing. Arguably, it's more fun to succeed than it is to fail (though some failure can be fun). A player is more likely to see the character succeed if he or she engages with the environment in the manner I have described. Task by task, it also tends to make for a richer interaction which adds to the creation of an exciting, memorable story.

But on another note, I said I’d clarify something. When I referred to unnecessary rolls, I wasn’t speaking of the off-topic idea of the DM making or asking for unnecessary rolls to keep the players guessing. I was referring to the on-topic idea of letting rolls that I didn’t ask for slide, and using them to determine things about how things play out other than success.

eg, when the player rolls a stealth check to shadow a mark unnoticed in a scene where I see no reasonable chance of failure for this expert assassin, I don’t admonish the player or say “no need for a roll you just succeed”. Instead, I say, “Okay you succeed regardless of the roll, but what did you roll?” And when they tell me, I think about the scene, and I weave new elements into the scene, or decide what route the mark takes, or decide which of several potential complications will arise, or give them additional information if it’s a good roll, or something like that.

This offloads some cognitive work from me onto the dice, and often onto the players as I say, “okay, there was going to be a complication regardless, but Sinjin is way stealthier than this job requires, so I’m gonna let the group represent his superior knowledge of the City. Which of these two options can he deftly avoid, instead dealing with the other complication?”

D&D benefits, IME, from letting the dice be more than success or failure. The DMG encourages this, though I’ll be damned if I’m gonna leaf through it today to find the passage that talks about degrees of success and letting a poor roll fail forward or present a mixed result that’s more interesting than a total failure.

This looks like extra work to me for no gain. The player's making a roll he or she doesn't need to make and the DM is making stuff up because of it. As a player, I would just not ask to make the roll in the first place, per the rules. As DM, I'd remind the player (and have, many times, when retraining players out of this habit) that it's not their role to determine if there is an ability check, just like it's not my role to describe what they are doing.
 

doctorbadwolf

Heretic of The Seventh Circle
Smart play in my view is opening the bureau and rifling through the folded clothes to find the key. There might be no roll here at all - you just succeed because the key is, in fact, hidden beneath a set of folded clothes. Less smart play is doing none of that and just saying "Can I make a Perception check to pace around the room and search the walls and furniture for clues?" The PHB suggests that, in this example, you don't even get a check. You just fail due to a lack of reasonable specificity in engaging with the environment.

We "win" at D&D when everyone has fun and creates an exciting, memorable story by playing. Arguably, it's more fun to succeed than it is to fail (though some failure can be fun). A player is more likely to see the character succeed if he or she engages with the environment in the manner I have described. Task by task, it also tends to make for a richer interaction which adds to the creation of an exciting, memorable story.



This looks like extra work to me for no gain. The player's making a roll he or she doesn't need to make and the DM is making stuff up because of it. As a player, I would just not ask to make the roll in the first place, per the rules. As DM, I'd remind the player (and have, many times, when retraining players out of this habit) that it's not their role to determine if there is an ability check, just like it's not my role to describe what they are doing.
That sounds painfully boring, to me. I’ve played in that game, and it was lame.

But your attempt as an example of my play doesn’t work. The player would, as I already said several times, describe their action and approach.

It also...isn’t any work at all? I’m not sure where you get the idea that it’s extra work. 🤷‍♂️
 

iserith

Magic Wordsmith
That sounds painfully boring, to me. I’ve played in that game, and it was lame.

But your attempt as an example of my play doesn’t work. The player would, as I already said several times, describe their action and approach.

It also...isn’t any work at all? I’m not sure where you get the idea that it’s extra work. 🤷‍♂️

If the DM is adding stuff based on a roll that was not needed, which is what I understand you to be doing, then it's more work than not doing that.
 

doctorbadwolf

Heretic of The Seventh Circle
If the DM is adding stuff based on a roll that was not needed, which is what I understand you to be doing, then it's more work than not doing that.
I don’t understand. I described something other than “adding stuff based on a roll” and you...decided that what I’m doing is that?

What?
 

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