Possibly... But even if they haven't, anyone could instantly name those approaches and couple of others.They've bribed enemies to join their side? They've scared people away with threats of violence?
Indeed, no one in this thread expects the players to be trap experts.I don't expect my players to be trap experts. That's what the proficiency is for. The PCs are going to be better at checking for traps than any description a player is going to give. "I check for traps." tells me that the character is going to be doing whatever it is that medieval(or the D&D approximation) trap experts do to find traps.
Exactly. All that's expected is to be able to make up a sentence or two describing their approach. It doesn't have to be realistic, just vaguely plausible.Indeed, no one in this thread expects the players to be trap experts.
Except people are basing the character's chance of success, or even the ability to roll on that description. It isn't just colour. People literally are talking about making it autofail on wrong description.Exactly. All that's expected is to be able to make up a sentence or two describing their approach. It doesn't have to be realistic, just vaguely plausible.
Similarly, I don't accept 'I attack'. But I don't need to hear a detailed strike pattern that would realistically incapacitate an enemy and a defensive stance consistent with the training given to warriors in that era. I'm not going to autofail anyone that doesn't say they're watching the enemy, or execute anyone that doesn't say they're protecting their head. I'm just looking for some colour and atmosphere in my game. 'I try to advance slowly on the orc, parrying his blows and looking for an opportunity' is fine.
I know, like I have the background (I think it is outlander or something) a few characters back so as a feature I got to find food for me and up to X people (I think 5) in campaigns before and after that we had to RP getting food and making rolls to save supplies... but that game we skipped it... after 1 or 2 games we didn't even say "elishar finds enough food" we just skipped the food/water thing... so as much as my passive ability helped it felt for 9 levels like I didn't have one because the game just made me auto win and as such we never had the problem.This is the classic 5e PHB Ranger trap, where you're so good at wilderness stuff that the game skips over the dice roll and associated screen time... which is the opposite of what you want.
The player doesn’t have to guess how I imagine traps are detected or disarmed, they simply have to listen to my description and make decisions.
I had a DM back in 3.0 that demanded we describe our searches... I tired. I "searched" (with best search modfier and rolling in high teens) the closet and described goign through loths looking for hidden draws and tapping everything, and found nothing... the much lower search fighter on the other hand rolled single digits but described taking the hanging bar off and looking to see if it was hallow... he found a portable hole folded up in it... BTW the fighter player had been playing with this DM for years and out of game knew this was the sort of thing he did.This is stated in the abstract. That seems to be failing you. And I can see why - the abstract statement you give doesn't differentiate what you claim to do from, say, Gygaxian searching methods of guessing exactly the right thing.
So, I suggest you please give us a description of a trapped chest as you'd give it to players, and then give us two examples of how players would state actions that successfully engage with that description, neither of which is the player guessing exactly how you personally think the trap works.
Concrete examples may elucidate where broad statements do not.
That ... would just lead me to repeat the same rote boring phrase every time I attack as a player. I'd have a phrase or two that I spew out, I'd rather just cut to the chase.Exactly. All that's expected is to be able to make up a sentence or two describing their approach. It doesn't have to be realistic, just vaguely plausible.
Similarly, I don't accept 'I attack'. But I don't need to hear a detailed strike pattern that would realistically incapacitate an enemy and a defensive stance consistent with the training given to warriors in that era. I'm not going to autofail anyone that doesn't say they're watching the enemy, or execute anyone that doesn't say they're protecting their head. I'm just looking for some colour and atmosphere in my game. 'I try to advance slowly on the orc, parrying his blows and looking for an opportunity' is fine.
OMG... I thought it was bad with skills...Exactly. All that's expected is to be able to make up a sentence or two describing their approach. It doesn't have to be realistic, just vaguely plausible.
Similarly, I don't accept 'I attack'. But I don't need to hear a detailed strike pattern that would realistically incapacitate an enemy and a defensive stance consistent with the training given to warriors in that era. I'm not going to autofail anyone that doesn't say they're watching the enemy, or execute anyone that doesn't say they're protecting their head. I'm just looking for some colour and atmosphere in my game. 'I try to advance slowly on the orc, parrying his blows and looking for an opportunity' is fine.