I am just going to skip all of that... fine, you have a verbal thing that annoys you. got it. You require your players to say things the way you want and have a template for when they start to train them. Okay
I literally just told you it’s not a rule and I don’t tell my players they can’t ask questions, so at this point you can only be saying this to try and insult me. Please don’t do that.
and I am not comfortable with you telling people how to talk... lucky we don't play in the same circles, but we have spun WAY out of RAW here.
Again, I am not telling people how to talk, I’m telling them what information I need in order to properly adjudicate their actions. How they convey that information is up to them.
and 7 out of 10 times you can most likely infer all of that from any sentence, you don't like to Okay got it. BUt don't pretend you are following some rule I am ignoreing.
Leaving 2 times out of 10 where I have to stop the action to ask for clarification and 1 time out of 10 where the player stops me and says “No! I didn’t say I did [whatever]!” and we either have to back up and retcon what happened or figure out how to move forward after a thing has happened that the player didn’t actually want their character to do. With dozens if not hundreds of actions occurring in a single game session, that’s a LOT of interruptions and potential for hard feelings that could easily have been avoided by just setting an expectation that the players clearly state what they want and what their character does to try to get it in the first place.
okay, if a player says "I try the key" and the only key in teh scenero is one that came off the cultest and we are talking about the chest, I don't NEED to hear “I try the key I got off the cultist’s body on the chest,” in fact "Does the key work?" even is enough to understand.
Yes, that is accurate. If there is only one key and one lock in the room, “I try the key” does indeed convey all the information I need to adjudicate the action, and would therefor be a perfectly acceptable action declaration. “Does the key work?” doesn’t actually convey that the character is trying it, so I would have to ask to confirm, “do you try it in the lock?,” which in my experience is all but guaranteed to make players suspicious of a trap, even if there are no other indications of one whatsoever, so I would prefer that he stated as an action to begin with. But again, players are allowed to ask questions, I just prefer statements of action.
Now are there going to be times when the PCs have like 7 keys and we are talking about a locked desk, a chest, and a locked door and they say "Does the key work?" I may need to ask like you would for a clearer statement... but again corner case, not most.
And in those cases, I would prefer the players clearly state what key they’re trying in the first place.
no, because everything you guys want clarity on seems so straight forward to me.
Because you’re more willing to make assumptions about things you think seem straightforward. And that’s fine, play however you and your players like, I don’t really care. You’re the one who seems to be offended that someone somewhere is “telling people how to talk.”
okay but that doesn't support or not support any argument about the RAW. It is your play style and your preference.
Asking questions not being supported by RAW or action declarations requiring goal and approach by RAW is
@iserith ‘s bugaboo, not mine. A lot of how I run 5e is derived from my understanding of the RAW, but this one is a play preference I have, which I’ve arrived at over time trying out different ways of running the game, and found this one to have the best results. I lay that preference out in session 0 so my players know what to expect in my game, since I know lots of other DMs run things differently.
yes but within reason. If we all understand what "Does the key work" in the context of the scene, why make them rephrase it?
I wouldn’t. I literally told you it’s not a rule and I don’t tell my players they can’t ask questions. I would ask for confirmation that the character is actually trying the key in the lock, to avoid making an incorrect assumption and ending up in a “but I didn’t say I actually
turned the key! I just wanted to know if it would fit!” situation.