doctorbadwolf
Heretic of The Seventh Circle
Yeah those are the same thing. IMO, it’s just semantics.Right. It doesn’t “leave those situations out,” implying that it gives no advice for how to handle them. It tells you specifically how to handle them: narrate success.
That doesn’t follow. It’s an obstacle with stakes and a chance of failure.If the only options are positive change or no change, that isn’t a challenge, it’s a missable bonus. And kindly don’t call the way other people like to play garbage. I expect that kind of nonsense from Lanefan, but not from you.
Yeah, we know that you and I handle this stuff differently.Not by (the way I and others interpret) the rules of D&D 5e. If you lack the knowledge or skills to do something, it isn’t possible, and therefore you fail to do it without a roll. If you have the knowledge or skills to do it, a roll might be called for, if failure is possible and has a meaningful consequence. Otherwise you succeed.
If failure is meaningfully possible (not just technically possible), and success is meaningfully different from failure, then it should be rolled.
I’ve played with it and run with it and IME it’s terrible. It noticeably reduces engagement, players view the world more like a video game that exists for their PCs, which is the opposite of what I want from the game.It’s excellent advice. I have been playing by it for years and it has improved my games immeasurably since adopting it.
Rather, it forces the GM to morph the world around the arbitrary need for every scene to have dramatic stakes and and makes the world make less sense as a result. Meanwhile, my way leads to fun moments, leads to PCs finding alternate ways around obstacles, and encourages the DM to make even unimportant success states interesting.I was skeptical at first, as I think most people are. It seems like it would make the game too easy. Like you’re giving something away for free. But in reality, it cuts through all the pointless rolls and keeps the game focused on meaningful, interesting challenges. It also encourages you to create challenges that are meaningful and interesting.
It’s never going to matter that my character from a lost Fey kingdom found a song book from the apex of his people’s golden age, in Old High Sylvan, but it’s a fun moment that happened because the DM responded to us spending more time trying to get into the damn library room by adding something interesting to the room. Had I just shrugged and said, “well we don’t need in the library, I was just curious about it bc I’m a nerd and this guy is known to have a rad library. Let’s just move on.” I wouldn’t have lost anything, but I’m glad that I had to roll for it because;
A) I don’t want the world to exist for the benefit of my character.
B) It lead to a fun moment that doesn’t “matter”, but is interesting.
Something happens either way. Failure is interesting. In-character frustration is interesting, both in itself and in terms of what it adds to success. A world that just rolls over when my character has nothing particular at risk is not, IMO, interesting. At all.Maybe it wouldn’t be to your liking. If so, that’s fine. But it is definitely not bad advice.
Why? What’s the harm in letting them have it? If there’s no consequence for failure then getting it is the more interesting outcome anyway because at least then something happens.
Sure it has. The characters and players know that room might have cool stuff, and they’ve been frustrating in getting to it. What do they do next? Do they leave it, or investigate other methods of gaining entry?What a boring (non-)consequence for failure. Nothing has changed, nothing has been lost or gained.
Well, no. Success requires trying something different or otherwise changing the circumstance. And no, this doesn’t necessitate disallowing retries. I used to allow retries, but I still asked for rolls when success was uncertain but failure just meant the status quo was preserved.This is why you have to disallow retries if you call for checks when there’s no consequence for failure. Because otherwise the roll would be literally nothing but a waste of time. By disallowing retries, what you’re doing is introducing a consequence for failure. That consequence being that success becomes impossible.
I very strongly dislike arbitrarily added drama. It’s up there with forcing a 6+ encounter adventuring day. I hate it as a player and as a GM. If there is a reason for there to be a guard there, great! If not, there isn’t one, no matter how dramatic it would be to add one.That keeps the roll from being pointless, but it doesn’t actually make “nothing happens” an interesting outcome. Add in a guard who might find you if you take too long, now we have some actual dramatic stakes!