D&D 5E Using social skills on other PCs

Note that while it says that how to determine the outcome of the action is up to you, it doesn't say "don't let them do it unless you want them to."
"Part 3: Master of Rules
The rules don't account for every possible situation that might arise during a typical D&D session.
For example, a player might want his or her character to hurl a brazier full of hot coals into a monster's face. How you determine the outcome of this action is up to you."

Don't let them unless you want to is EXACTLY what that says. You determine yes or no for each and every one of them. That equates to the answer is no unless you want it to be yes or maybe. It's literally "up to you."
The rules for Jumping tell you how far you can long or high jump. As you say, there's nothing that says what to do if you want to jump beyond that limit.
There is something that says what to do if you want to jump farther. You make an strength(athletics) check. PHB page 175. It just doesn't get specific with how much farther.
 

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The rules for Jumping tell you how far you can long or high jump. As you say, there's nothing that says what to do if you want to jump beyond that limit. However, since jump allows you to triple your distance, it's clear that any unusually long jump of that length would require magic. Additionally, each foot of movement you jump costs one foot of movement, so you would need to have a walking speed of whatever 238,900 miles converted to feet per round is in order to jump to the moon. And if you don't have that speed, then you would fall at the end of your turn.

So, first step is getting a walking speed of 238,900 miles is, then having jump cast on you. Let me know when you reach that speed, OK?
A well-placed Reverse Gravity spell could help with the first tiny bit of that. Somehow stacking a few in series one above the other would help more, but don't get yer hopes up..... :)

And you don't have to cover the whole 238,900 miles in one jump, just most of it. I don't know the exact distance, but at some point when you're almost there the moon's gravity will take over and pull you the rest of the way.
Then the next step would be to get your Strength up high enough so that (3 + your Strength mod) x3 equals 238,900 miles. The ability modifiers table peters out at a 30 (+10), so I'll leave it up to you to do the math to figure out what the modifier is. It's somewhere north of "pick up the tarrasque using your pinky finger" levels of Strength.

So yes, if you get your Strength modifier up high enough so that (modifier +3) x 3 = 238,900 miles, I will let you jump to the moon. Heck, if you have anything else in there that will increase the height of your high jump, lemme know! I'll fix the math.
See above. :)
 

The usage of the word might throughout the section on Using Each Ability is itself as a hedge. It entails might not. It expresses possibilities only and should not be read as expressing permission. It is telling players what could happen in the game. It is not giving the DM permission to call for checks under all circumstances.

Here's an example, for illustration, from under Investigation:
You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse.​
This passage does not give the player permission to deduce, discern, and determine these truths about the game world at will. It is merely stating that it may be possible to do so. It is the same with the rest of the occurrences of might in this section.
Bah! I thought I was done with this thread! But I find myself drawn back by what you say here. First let's confirm that Deception doesn't use "might".

Deception​

Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies.

There has been some quibbling over whether Deception impinges on "thinks" from PHB 185. My own thought experiment to try and understand that goes like this
  1. A NPC puts forward a piece of misinformation - "I saw two halflings with green-checkered neckerchiefs pass by, day before yesterday"
  2. The PCs now unavoidably have that notion in mind - two halflings with green-checkered neckerchiefs - and for the sake of argument this is not something they already had in mind (if you feel PCs regularly have such halflings in mind, substitute an alternative of your choosing)
  3. The PCs do not know it is misinformation, and in this case for whatever reason they don't raise any doubts
  4. Let's say that something depends on this particular piece of misinformation, so it is not inconsequential if the PCs accept it
The player-characters live in the game world. And at the same time, some DMs are not actors. So the clues that might give away falsehood that we imagine are present in the game world, are not reliably present in the real world. Just as the longsword we might swing in the game world is not present (usually) in the real world. What I am getting at is that for various reasons it can happen that the players don't decide to challenge the misinformation. Does the NPC automatically succeed in deceiving them?

There are several concerns that this raises for me.
  1. The NPC determined something the PCs think - the two halflings, their neckerchiefs [EDIT So this is to say that deception can come into play in connection with an action that should be covered by PHB 185, were that a rule]
  2. A check seems well-justified even though it is going to be about something the PCs will think - e.g. realising it is, or has the potential to be, misinformation [EDIT So this is to say that ruling the NPC's deception automatically successful, doesn't seem right, ergo no prior certainty]
  3. Deception doesn't quibble with us, there's no might (I realised too, that specific-beats-general doesn't turn on "might") [EDIT If it turns out to be helpful, we can unpack that further]
It reads to me that the game designers didn't want social skills to override player agency, but they were comfortable with social (and other skills) determining what player-characters think. So whatever theory I must have, must be one that doesn't enforce PHB 185 in whole, or at all times. But to make an exception - even in just this one respect - requires a different theory from what has been propounded.

To me, the simplest theory is to agree that the designers don't intend social skills to impinge player agency, but PHB 185 isn't a rule. It's not their means of getting there. We know the PHB contains many non-rules. A simple example being story-text at the top of each race. Another being text that creates context but falls short of rules - such as the text at the start of character creation. The PHB also contains advice for players, such as about creating a character of a given class. Look at Monk, are they saying it is a rule that you must think about your connection to a monastery? All through the PHB are statements that were they taken as rules would make the game impossible to play.

Hence I feel drawn to agreeing that overall the designers have shied away from letting ability checks override player agency, but they also do not rule it out mechanically. That's because all through the game some things do override player agency and they empower a DM to extend that list. All of that isn't because of PHB 185. It can't be, unless one says that PHB 185 is only partly true - in just the particular and special ways one claims it to be. That's always a problematic path to take.

So the theory propounded is wrong in one respect. PHB 185 is a guideline: there is no prior establishment of certainty regarding any special group of ability checks. It's true that ability checks shouldn't override player agency, but not for that reason, and its not an absolute truth of the game system that they cannot. Rather it is RAI: a matter of how they expect the game system to be used. [EDIT So the theory I put forward looks closely similar to @Charlaquin's, except that it omits the assumption of prior certainty. I say that a DM is empowered, expected and endorsed by RAW - both taken holistically, and giving individual consideration to elements that bear on it - to decide that something attempted requires an ability check because in their unfettered judgement it is uncertain. Including for social interaction.]
 
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There is something that says what to do if you want to jump farther. You make an strength(athletics) check. PHB page 175. It just doesn't get specific with how much farther.
IKR! (And yes, I'm back - I tried to stay away, but the vortex of gravitational attraction was too powerful.) Why on Earth couldn't they have added a few words to guide on that? I play that the DC increases by 2 for each foot over your usual distance, which can be neatly reversed to say - divide your roll by 2 and add your strength: that's the distance jumped.
 

IKR! (And yes, I'm back - I tried to stay away, but the vortex of gravitational attraction was too powerful.) Why on Earth couldn't they have added a few words to guide on that? I play that the DC increases by 2 for each foot over your usual distance, which can be neatly reversed to say - divide your roll by 2 and add your strength: that's the distance jumped.
Because giving a precise formula would have been too much like 4e. And we all know anything 4e is bad.
 


Considering how many people here say, "I used to play the way you did, and reading Enworld I learned this new way, and it's really fun. I encourage you to try it," you'd think more other people would be just a tiny bit more curious and interested...if puzzled exactly how it works...instead of just looking for ways to prove it would never work.
first, it's not that eitheer way wont work. I have played both (with good and bad result but i culk that up more to good and bad DMs)
 



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