The "outcome was precisely described at the start of the action" by whom? The player?
That's my point, it is not described. You assume that it is, but there is no requirement for it, as per the standard loop. And I've explained that we have banished it from our games, it's not required and it interferes with what the other PCs should know of that is happening. Only the description of the action is required, not the desired outcome. The example given is "We’ll take the east door" without any outcome like "... to avoid / find the goblins". Just the action.
The player should be indicating some idea of the goal the PC is trying to accomplish.
Nope, not required, and actually with consequences.
But it's the DM who decides what actual outcomes are possible when the dice fall, though. I'm clarifying as, while I am not sure we disagree here, I am having trouble understanding what you mean or are implying here.
What I'm saying is that because the (desired) outcome does not have to be described, the DM just has to interpret the success failure of the action described, and he can ascribe any level of progress towards any outcome without being constrained by a specific intent.
Ok, I see now. This answers what I was getting at above. A DM can take into account the result of the dice to describe quality. I've argued previously that this way leads to the possibility of low rolls being described as the PC engaged in some kind of slapstick routine (not a style I want to play - but hey, if that's fun for a table, go for it) and high rolls being described as... well... "You unlocked the crap out of that door!" or similar. Those are optional flourishes, in other words.
Exactly, it absolutely depends on what the table expects and their prefered playstyle, it's not mandated in any way by the rules, that's all.
In our game, I typically will clearly lay out the stakes of ability checks so the players know what is on the line. They then know the success/fail states and the DC, and so can make an informed decision, as a capable adventurer, to continue with the action or not. I typically do not overlay the success or failure with flourishes for exceptionally high or low ability check rolls, though. If I ever do, it usually is to give the player an opportunity to contribute some narrative as to what something (like an acrobatic move) done really well (or really poorly) looked like.
And that is fine if it's your preferred play style, and to be honest, I also do it now and then. There are also many cases, however, where I just trust the player, he he goes for something, it's because he has evaluated his chances as at least fair, and with the level of immersion that we usually have, it means that we are in agreement about the chances and possible consequences of success failure.
I wouldn't choose the words "absolutely supported" in conjunction with a lack of rules. But I catch your meaning.
I think that's what is important, you are right about the wording, I should have used something like "as supported as most other ways of doing it".
"Quality of the result" strikes me as potentially arbitrary in the moment depending on how one runs the game. I see many DMs asking for rolls without providing stakes or DCs and we're left to wonder what any given result will mean after the dice have settled. I personally prefer a style where the DC is announced so the players know if they've succeed or failed in the moment. The anticipation is in how the dice fall rather than in how the DM "reads" them.
You do realise that the DC is in itself absolutely arbitrary in itself ? Everything is arbitrary from the DM's perspective anyway. Also, although I appreciate what you are saying about giving the DC, the rules leave the DM absolutely free there and we prefer not giving the exact DC to avoid any sort of metagaming. At best, we'll give an indication (as per the DMG estimate), but nothing says that the DC is spot on the DMG precise value.
Another angle: if you want to reflect "quality of the result" in play, set multiple DCs ahead of time. I've seen this done in some published adventures where failure by 5 or more has a greater penalty, for example.
That is fine as well, but since we are not giving away the DC anyway, and everything is arbitrary, my point is that giving a quality of result can be done in any sort of different fashions, all supported by the rules (whereas, in some systems for example Runequest, the quality of result is mandated by the dice roll, critical, special, normal, failure, special failure, critical failure, etc.).
I can agree with this as a rulings not rules type of approach. Again, if outcome flourishes described by the dice are fun for the DM and table, use 'em.
Exactly, it all loops back to the DM being dedicated to his players' fun.
