D&D General On Skilled Play: D&D as a Game

That seems like an odd place to draw a line in the sand. Classic editions of D&D, from whence the term skilled play primarily descends, have lots of mechanics. Using a mechanic doesn't make something not skilled play. BX has rules for finding secret doors for example, does that mean you can't do skilled play with BX? Obviously you can, so perhaps there's definitional issues in play here...
That isn't what I'm saying, though. I'm not saying that there can be no mechanic to cover it. I'm saying no mechanics were involved with that example. Yes, you can find a secret door by moving books, turning statues, etc. and discover the trigger. Or you can do so with maybe a search or investigation check. Using the mechanic to find the door isn't skilled play, while the former is.
 

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Agreed. It's a play style, so exactly where the line sits is subjective.
It's more of a technique than a playstyle. Both skilled and non-skilled play exist within most, if not all playstyles.
Something I was mulling over earlier was whether accidental skilled play would constitute skilled play.

Case 1: A player thinks it would be funny to freak out some NPCs. So he conjures an unseen servant and has it carry a candle around. He gets a good chuckle out of the DM describing the NPCs' reactions to this "ghost".

Case 2: A player suspects there might be an antimagic field nearby. Not wanting to blunder into it, he conjures an unseen servant and has it carry a candle. If the candle drops, then that is likely to be the edge of an antimagic field.

Case 3: The player thinks it would be funny to freak out some NPCs, so he acts as in case 1. However, during these antics the candle suddenly drops, indicating that there is an antimagic field in town.

I think most people would probably agree that the first case does not constitute skilled play, whereas the second case does. However, I suspect people might have varying opinions on the third case.

Another example I thought of was if the players were faced with the Sphinx's riddle (let's just assume they'd never heard it before). One of the players exclaims, "Man! I could really go for a beer, how about you guys?" He gives the correct answer, but purely by accident.
I think only #2 is skilled play. There's a reason why it's called "skilled." :p Accidents don't involve skill, but can still reveal useful information.
 

It's more of a technique than a playstyle. Both skilled and non-skilled play exist within most, if not all playstyles.

I think only #2 is skilled play. There's a reason why it's called "skilled." :p Accidents don't involve skill, but can still reveal useful information.
Okay, but as others have shown there are other forms of play that are skilled. Skilled play is simply the common term for this playstyle/technique.

I think you could invent more appropriate terminology for this concept. Maybe something like Narrative Focused Resolution. Now there's no skill involved. ;)
 


I think trying to define Skilled Play at the individual action level isn't all that useful. I'd probably say you either are playing skilled or you aren't (on a spectrum I suppose). Every game has mechanics for stuff though, so a more useful question might be to try and define skilled play at the game level, rather than the individual action level.
 

the fact that B/X doesn't have a mechanic to govern I search the room isn't really an accident
Sure. That wasn't the example I gave. The example I gave was a search/perception check for strange markings at the base of the statue.

I search the room is not sufficiently granular in engaging the fiction of B/X. I search the statue is.

in the case of BX I'd probably use the secret door mechanic to govern searching for hidden compartments. I wasn't talking specifically about hidden compartments though, just searching in general.
In my view, I search for secret compartments without a designation of what furniture/item is being searched lacks specificity. I search the statue for hidden compartments is.

Yes, you CAN just resort to "make a skill check"....just as, in the less-cruchy system with no search mechanics, you can just answer the question without asking for more. You are complaining about a way the rules are used, which isn't actually in the rules themselves in EITHER case, giving one side credit and denying it to the other.

<snip>

That dichotomy between what it is supposed to be and what it actually is, is fascinating! At least to me. It shows how--as I alluded to above--degenerate cases can happen even for well-designed things that explicitly tell you how to use them and why. Likewise, 3e skills aren't supposed to be used in the "roll perception"/"...I got a 4"/"you don't see anything," no-fiction kind of way; but the rules were very bad at communicating this, and as others have mentioned, if the results are equivalent or better when you disengage from the fiction compared to engaging with it, people will usually disengage because it's easier to do.
I can't comment on 3E. But in classic "skilled play" D&D, the expectation is that the GM will enforce the requisite degree of engagement with the fiction. Advice for GMs from the era doesn't use the language we are using in the thread - contemporary analytic vocabulary for talking about RPGing hadn't been invented yet - but it makes the point, with detailed discussions of how to adjudicate action declarations, and what to expect from one's players.

Here is Gygax in his DMG (pp 96-97):


Movement within buildings is actually the same as in an underground setting. Each square represents an area of 10’ per side, and movement is very slow as observation and map making and searching takes considerable time. Base movement rate translates to 1 square per 1 factor in a turn (10 minute period). In like manner, examination and mapping of a roam or chamber will require about a 10 minute period. Thorough searching of contents and examination of walls, floor, and possibly the ceiling as well is also a lengthy process. How are doors and secret doors opened? and what about locks and fastenings? It is vital that the DM know such details thoroughly, so that the mundane processes of dungeon adventuring can be carried aut rapidly, clearly, and in a fashion which will be interesting and exciting. . . .

Travelling along a corridor and mapping its length takes 1 turn per 90', assuming a base move of 9". How long does it take to move along but a short section of passage, open a door, enter the room beyond, and search it? Such variables as passage length, condition of the portal (locked, stuck, or normal), size of the room beyond, and thoroughness of the search make an absolute determination of time nearly impossible. There are many variations of player character activity - looking far signs of use of the corridor, listening for noise, looking for traps, inspection of walls for secret doors, etc - all of which compound the need for an arbitrary handling of time. If a few fixed references are used, the task becomes a good deal easier, however. Therefore, the fallowing suggestions are offered:


DOOR - search for traps: 1 round
DOOR - listening for noise: 1 round
ROOM - mapping, and casually examining a 20’ x 20’area: 1 turn
ROOM - thoroughly searching after intial examination*: 1 turn
SECRET DOOR - checking for by simple tapping of floor or wall by 10' x 10'area: 1 round
SECRET DOOR - thorough examination for means to open, by 10' x 10'orea: 1 turn

* This assumes that, in fact, the area has items which can be checked for traps, examined, contents searched, hidden comportments looked for, and so on. If there ore many containers and much furniture in the area, the time might actually be double that shown. If the place has nothing but some odds and ends, then a casual examination will discover all there is to know about the place (short of a check for secret doors) and a thorough search is contra-indicated.[/list]​

. . .

DON'T GIVE PLAYERS A FREE LUNCH! Tell them what they "see", allow them to draw their own conclusions and initiate whatever activity they desire. You are the source of their input, a time keeper, and the motivator of all not connected with them. That is sufficient to keep you busy, rest assured.

Assume that your players are continually wasting time (thus making the so-called adventure drag out into a boring session of dice rolling and delay) if they are checking endlessly for traps and listening at every door. If this persists, despite the obvious displeasure you express, the requirement that helmets be doffed and mail coifs removed to listen at a door, and then be carefully replaced, the warnings about ear seekers, and frequent checking for wandering monsters (qv), then you will have to take more direct part in things. Mocking their over-cautious behavior as near cowardice, rolling huge handfuls of dice and then telling them the results are negative, and statements to the effect that: "You detect nothing, and nothing has detected YOU so far - ", might suffice. If the problem should continue, then rooms full with silent monsters will turn the tide, but that is the stuff of later adventures.

[Secret doors] can possibly be sensed or detected by characters who are actively concentrating on such activity, or their possible location may be discovered by tapping (though the hollow place could be another passage or room beyond which has no portal in the hollow-sounding surface). Discovery does not mean that access to the door mechanism has been discovered, however. Checking requires a very thorough examination of the possible secret door area. You may use either of two methods to allow discovery of the mechanism which operates the portal:

1. You may designate probability by a linear curve, typically with a d6. Thus, a secret door is discovered 1 in 6 by any non-elf, 2 in 6 by elven or half-elven characters, each character being allowed to roll each turn in checking a 10' X 10' area. This also allows you to have some secret doors more difficult to discover, the linear curve being a d8 or d10.

2. You may have the discovery of the existence of the secret door enable player characters to attempt to operate it by actual manipulation, i.e. the players concerned give instructions as to how they will have their characters attempt to make it function: "Turn the wall sconce.", "Slide it left.", "Press the small protrusion, and see if it pivots.", "Pull the
chain."

It is quite acceptable to have a mixture of methods of discovering the operation of secret door.​

From this we can get a sense of what level of granular detail Gygax anticipated in respect of various bits of architecture and furnishing. It is not "natural" or inevitable; it's a particular decision (implicit if not explicit) about what to focus on.
 

Is it right that all mechanics must be eschewed, in order for play to be purely "skilled play"? So for instance, using unseen servant ingeniously to penetrate the ToH would not be skilled play, because it is a mechanical rather than purely narrative device?
No, that is not right. I already gave another example of this upthread - using the up/down function of a cube of force.

The use of detection magic is also a key element of skilled play, and is why - of all the in-principle abilities that intelligent swords might have - they have detection functions; and why we have potions of treasure finding and wands of metal and mineral detection.

Creating an Unseen Servant and using it to poke around is engaging the fiction. And engaging the fiction is what skilled play is about.

One then asks, could a mechanic like a Strength (Athletics) check also be used in "skilled play"? What do you think?
Yes. AD&D and B/X have various sorts of checks to force open doors, to climb walls, etc.

Opening a door to discover what's behind it is not terribly clever, obviously, in itself. Doing it once one has turned invisible is more clever. Doing it when the whole party is hidden behind an illusion, or with a silence spell used to stop the noise of the attempt, is also more clever.

Using an existing physical thing created by magic (an unseen servant) to do a specific concrete action would be conceptually different from using an abstracted disable trap check mechanic.
Can you explain the concept, under which it is different?
The concept in question is the fiction. The unseen servant is part of the fiction. So is the rock and the mud that are implicated in a Transmute Rock to Mud spell. Rolling the dice, comparing the result to a chart or target number, etc, is not part of the fiction.
 

The concept in question is the fiction. The unseen servant is part of the fiction. So is the rock and the mud that are implicated in a Transmute Rock to Mud spell. Rolling the dice, comparing the result to a chart or target number, etc, is not part of the fiction.
Just to check then, taking a calculated risk is not "skilled play"? (This will break the Poker analogy, but it is after all only an analogy.) And combat isn't "skilled play" (too much rolling dice and comparing the result to target numbers).

What about game mechanical attributes such as that mage hand can carry 10lbs. Relying on such values can be "skilled play", right? It is rolling the dice - taking a chance - that is verboten?
 

Skilled play is all about calculated risk. Both figuring it out and making it work. Taking stupid risks would be the other option...
 

Skilled play is all about calculated risk. Both figuring it out and making it work. Taking stupid risks would be the other option...
So if I know my Strength (Athletics) gives me a 45% chance to leap the chasm, while staying and fighting the hook horrors is certain doom, then rolling dice in that case would fall under "skilled play"?
 

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