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D&D 5E Roleplaying in D&D 5E: It’s How You Play the Game

@pemerton answered this. Failure to progress in some cases is a consequence that matters. Where that is not the case, DM will have called for the roll because they had a consequence in mind.
You realize that this means that "no change" is actually a clear and valid result then -- the point I made that kicked off this entire recent discussion? That the result to a failed perception check is that no new information or change to fiction is added?
 

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You realize that this means that "no change" is actually a clear and valid result then -- the point I made that kicked off this entire recent discussion? That the result to a failed perception check is that no new information or change to fiction is added?
IFF no change (staying at the foot of a wall, not spotting a sneaking assassin) constitutes a meaningful consequence, then a check might be called for. The reason will usually be that the stakes are already in play. For some reason it matters that the character is stuck at the foot of that wall and what happens next will depend on it.
 

Something I've been thinking about...

To know what a given rule means we must refer to something else. The rule alone can't tell us what it means. That which we refer to may include things we learned previously.
 

IFF no change (staying at the foot of a wall, not spotting a sneaking assassin) constitutes a meaningful consequence, then a check might be called for. The reason will usually be that the stakes are already in play. For some reason it matters that the character is stuck at the foot of that wall and what happens next will depend on it.
Okay, let's imagine a situation where there is a secret door. Behind the secret door there is no danger, no threat, but a nice bit of treasure. The PCs fail perception checks to detect the door when taking an action to look for a secret door. The initial situation in the fiction is that they (the PCs) do not know about a secret door, and the end situation in the fiction is that the PCs do not know about the door. Nothing in the fiction changes. The "meaningful consequence" here, as @pemerton identified earlier, is that the players (and their PCs) do not learn of some bit of secret fiction the GM has prepared, but the outcome in the shared fiction is that there is no outcome! This is the exact point I was making earlier and that you're pushing back on. There's no new meaningful consequence to this failed check. We can establish this by simply noting that had the PCs made no such attempt they would be in exactly the same situation as they are by taking the action and failing. If we're going to postulate that there's some change due to time passing, then we can also simply note that the difference between searching and failing is exactly the same as choosing to stand around and do nothing for the same period of time, which requires no check. The end result of this failure is that there's no new or different result in the fiction.

This was part of what I was getting at with my 3 examples above. No progress in two of these is the same as not attempting and just standing around.
 

1) The lands are dark, the end is nigh, and the last, desperate hope for existence is to stop the ritual occurring atop the Cliffs of Trenners. I must ascend!
Okay. So the meaningful consequence is that it takes you too long to climb the cliffs. [You are stymied at the bottom for too long.] The ritual completes and Demogorgon is let into the world. Even the glimpse you get from here of its twin heads jeopardises your sanity. What do you do?

2) There's a rumor of a great treasure resting atop the Cliffs of Trenners. My sense of adventure and need for money has driven me to ascend and determine the truth of these rumors.
You see Joe Rival already a third of the way up, while you are stymied at the bottom. But what's this? A guide at the foot of the cliffs holds the end of their trailing rope. What do you do?

3) I haven't seen my mother for some time, and she lives in a small hut atop the Cliffs of Trenners. I could take the trail that winds around to the east, but I want to surprise her by arriving from an unexpected direction, so I must ascend the cliffs.
You come once more to the foot of these same cliffs. All too well do you remember the summoning of Demogorgon (and the devastation that followed), and more recently the satisfaction of hearing the cry of dismay of Joe Rival as he plunged from his dislodged rope. You lay eyes on the familiar north face. Twice, you have failed to scale it. You've never reached the overhang - 100 feet above you - which will surely test you even further. Why didn't I take that trail to the east, you might well ask yourself, those last two crucial occasions?

The first hundred feet are easy. The overhang will be very hard and you will be 100' up. What do you do?

To be 100% clear, the status and nature of the cliffs is exactly the same in each of these cases.
 

Okay, let's imagine a situation where there is a secret door. Behind the secret door there is no danger, no threat, but a nice bit of treasure. The PCs fail perception checks to detect the door when taking an action to look for a secret door. The initial situation in the fiction is that they (the PCs) do not know about a secret door, and the end situation in the fiction is that the PCs do not know about the door. Nothing in the fiction changes. The "meaningful consequence" here, as @pemerton identified earlier, is that the players (and their PCs) do not learn of some bit of secret fiction the GM has prepared, but the outcome in the shared fiction is that there is no outcome! This is the exact point I was making earlier and that you're pushing back on. There's no new meaningful consequence to this failed check. We can establish this by simply noting that had the PCs made no such attempt they would be in exactly the same situation as they are by taking the action and failing. If we're going to postulate that there's some change due to time passing, then we can also simply note that the difference between searching and failing is exactly the same as choosing to stand around and do nothing for the same period of time, which requires no check. The end result of this failure is that there's no new or different result in the fiction.
Is it a "nice bit of treasure" i.e. material to the characters, or so small a quantum that it can't materially affect them? I assume you intend the latter, right? And you have stipulated no time pressure.

No roll. They find the totally inconsequential treasure taking an inconsequential amount of time to do so.

[You specified a roll, but as you also specified that there were no possible consequences you made the wrong call.]
 
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Okay. So the meaningful consequence is that it takes you too long to climb the cliffs. [You are stymied at the bottom for too long.] The ritual completes and Demogorgon is let into the world. Even the glimpse you get from here of its twin heads jeopardises your sanity. What do you do?


You see Joe Rival already a third of the way up, while you are stymied at the bottom. But what's this? A guide at the foot of the cliffs holds the end of their trailing rope. What do you do?


You come once more to the foot of these same cliffs. All too well do you remember the summoning of Demogorgon (and the devastation that followed), and more recently the satisfaction of hearing the cry of dismay of Joe Rival as he plunged from his dislodged rope. You lay eyes on the familiar north face. Twice, you have failed to scale it. You've never reached the overhang - 100 feet above you - which will surely test you even further. Why didn't I take that trail to the east, you might well ask yourself, those last two crucial occasions?

The first hundred feet are easy. The overhang will be very hard and you will be 100' up. What do you do?
Ah, so the answer to the question is that you're just going to arbitrarily create outcomes based on the intent of the climb. That this doesn't engage the cubes at all, and totally ignores any fictional input of capability is interesting.

Assuming here that every one of these cases calls for a check (this seems to be the case), we have to look at the process overall. The initial case is that the GM describes the situation -- here we have the same set of cliffs in each, presumably described the same, or enough so that it makes no difference. The player has declared an action to attempt to climb the cliffs. Here's where you start doing what I assume the 5e* thing is -- you do not determine if the outcome of the declared action is uncertain based on the inputs of your description of the obstacle or the content of the action declaration, but rather from a broader input of the fiction to see if you (as GM) think there's an interesting consequence to failure that stems only from this goal. In other words, the call for a check to resolve climbing the cliff is only dependent on if you can conceive of a consequence to failure that goes only to the goal of the challenge. The inputs of the fiction for how you described the cliff or what the particulars of the action declaration are have no bearing on whether or not you call for a check. The call for a check is only dependent on the goal for which the action moves towards. Okay, that could work. However, it's interesting to note that the decision to call for a check then becomes entirely divorced from the process of resolving that check. Here, the fictional inputs into resolving the check are the fiction you described as the obstacle -- ie, how challenging the cliff may be to climb -- and the details of the action resolution -- was climbing gear used, how fictionally good is the climber at climbing (this is a chicken/egg fiction/mechanics thing)? These are the inputs into determining the DC, if dis/advantage is present, etc. And then the mechanics resolved based on these inputs, not the ones used to determine if a check was relevant. These report back, and then the outcome narration isn't really based on the fictional inputs to this process, but rather subbed back to the ones used for calling the check. You've created an odd little sub-subroutine here, where you call for a check based on X criteria, but resolve the check with Y criteria, and then narrate results based again on X criteria only.

Which is fine, until we get to situations where the PCs don't have a clear understood goal, or the goal interacts with secret fiction the GM knows but the PCs don't. Like the secret door example. Here the PCs are looking for something that they hope will be beneficial to them, but don't know what that something is or what benefit they will reap. They're doing this only because a trope exists of hidden things. How do you determine what the PC goal is here and develop consequences that engage that goal? Vaguely, the goal is to find something that is hopefully beneficial. What consequences are there here? If we assume that the GM has prepared secret fiction that they are referencing, then they can look to see if such secret fiction is subject to this action and what it is, but this isn't determining a consequence from the goal like you've done with the cliff example. We can check this by noting that the answer in the secret fiction doesn't change if we go with the vague goal of finding something, anything beneficial to looking for a Wand of Meteor Swarm -- the result is already in the secret fiction so the actual goal doesn't have any real input, we're just adjudicating the straightforward tasking. We don't create a 'meaningful consequence' based on the intent or goal of the action! Now, we could, but then we do not have an prepared secret fiction -- we're No Myth-ing it -- and so we can formulate consequences based on goals and there can be different consequences for failure between the two (not sure what they would be, but for arguments sake I'm saying we can do difference here). However, now we're left with what happens on a success -- if the goal is the Wand, is it found on a success?

And, all of this wraps into why I absolutely assert that 5e is not a good platform to try no myth story now play. The reasons are clearest in the discussion of the cliffs -- there's no way to actually test goal or intent in 5e, just task. This separation, that the resolution methods do not engage with any fiction of goals but instead only the fiction of GM description and understanding of the fiction and the details of the action declaration mean that we cannot use these to actually test anything other than this task resolution. Calling for a check to resolve a goal works are the call level, but resolution doesn't work because I can only test task resolution -- there's no inputs into 5e resolution methods that address or care about goals. This goes for character beliefs as well -- I can't test a belief that you're an expert cliff climber in 5e because the answer to that is already established with bonuses and the testing is going to be arbitrary based on the GM's decision of DC, which the player does not have input into (outside of suggestion).
 

Is it a "nice bit of treasure" i.e. material to the characters, or so small a quantum that it can't materially affect them? I assume you intend the latter, right? And you have stipulated no time pressure.

No roll. They find the totally inconsequential treasure taking an inconsequential amount of time to do so.

[You specified a roll, but as you also specified that there were no possible consequences you made the wrong call.]
The assumption here is irrelevant because it doesn't dismiss the problem, it just treats the problem as solved because you were able to find a way to dismiss a part of it. The issue that remains is that the situation for a material treasure is still as I note. If there's a material treasure hidden and unknown to the players and PCs, and they search for it and fail, then according to "no progress" being afforded as acceptable to "meaningful consequence" than we have a situation where making no progress towards learning about the material treasure through the failed search attempt has resulted in a fictional situation that is indistinguishable from not searching at all.
 

The assumption here is irrelevant because it doesn't dismiss the problem, it just treats the problem as solved because you were able to find a way to dismiss a part of it. The issue that remains is that the situation for a material treasure is still as I note. If there's a material treasure hidden and unknown to the players and PCs, and they search for it and fail, then according to "no progress" being afforded as acceptable to "meaningful consequence" than we have a situation where making no progress towards learning about the material treasure through the failed search attempt has resulted in a fictional situation that is indistinguishable from not searching at all.
If the treasure is material, then there is a potential meaningful consequence.

But if time is inconsequential a DM is advised to simply let characters find it, if it is possible for them to do so. (If it's not, what the heck is the DM about!?)

No roll, because there is no meaningful consequence motivating a roll.
 

Ah, so the answer to the question is that you're just going to arbitrarily create outcomes based on the intent of the climb.
No. For post upon post you focused on no progress. So in case 1 and 2, I assumed a failed check on that easy first part of the climb, and narrated the meaningful consequence that I had in mind.

That this doesn't engage the cubes at all, and totally ignores any fictional input of capability is interesting.
No. The roll in case 1 and 2 failed. In 3, I mixed things up a bit to show how I might telegraph consequences to player, in advance of any roll. Additionally, these consequences were also always present (it's the same cliffs, you said.) The first failures happened to feed into consequences that were immediately meaningful.

Assuming here that every one of these cases calls for a check (this seems to be the case), we have to look at the process overall. The initial case is that the GM describes the situation -- here we have the same set of cliffs in each, presumably described the same, or enough so that it makes no difference. The player has declared an action to attempt to climb the cliffs. Here's where you start doing what I assume the 5e* thing is -- you do not determine if the outcome of the declared action is uncertain based on the inputs of your description of the obstacle or the content of the action declaration, but rather from a broader input of the fiction to see if you (as GM) think there's an interesting consequence to failure that stems only from this goal. In other words, the call for a check to resolve climbing the cliff is only dependent on if you can conceive of a consequence to failure that goes only to the goal of the challenge.
No. I do not delete any text from RAW. For there to be a check, something must be at stake and there must be uncertainty (meaning a possibility of failing and a possibility of success )

If nothing is at stake, don't roll. It's either impossible or they succeed with time.

The inputs of the fiction for how you described the cliff or what the particulars of the action declaration are have no bearing on whether or not you call for a check.
No. Approach matters. Player is not calling for a check. Player is saying what they do and I am deciding what bearing that has.

The call for a check is only dependent on the goal for which the action moves towards. Okay, that could work. However, it's interesting to note that the decision to call for a check then becomes entirely divorced from the process of resolving that check.
No. There cab be multiple consequences in play, and these can be prioritised. In 1., the biggest deal is the ritual completes and Demogorgon is summoned. Player could still want to climb, at which point I remind them of the narration (I explicated it in 3, but it was always the case and always telegraphed - same cliffs, right?)

Here, the fictional inputs into resolving the check are the fiction you described as the obstacle -- ie, how challenging the cliff may be to climb -- and the details of the action resolution -- was climbing gear used, how fictionally good is the climber at climbing (this is a chicken/egg fiction/mechanics thing)? These are the inputs into determining the DC, if dis/advantage is present, etc. And then the mechanics resolved based on these inputs, not the ones used to determine if a check was relevant. These report back, and then the outcome narration isn't really based on the fictional inputs to this process, but rather subbed back to the ones used for calling the check. You've created an odd little sub-subroutine here, where you call for a check based on X criteria, but resolve the check with Y criteria, and then narrate results based again on X criteria only.
No. You seem to assume I have ignored 5e RAW. I have not. Everything said about the cliffs is true in all three cases, per your specification. Nothing is said about gear, so it's a free climb. If you wanted character to have gear you should have established that.

Which is fine, until we get to situations where the PCs don't have a clear understood goal, or the goal interacts with secret fiction the GM knows but the PCs don't. Like the secret door example. Here the PCs are looking for something that they hope will be beneficial to them, but don't know what that something is or what benefit they will reap. They're doing this only because a trope exists of hidden things. How do you determine what the PC goal is here and develop consequences that engage that goal? Vaguely, the goal is to find something that is hopefully beneficial. What consequences are there here? If we assume that the GM has prepared secret fiction that they are referencing, then they can look to see if such secret fiction is subject to this action and what it is, but this isn't determining a consequence from the goal like you've done with the cliff example. We can check this by noting that the answer in the secret fiction doesn't change if we go with the vague goal of finding something, anything beneficial to looking for a Wand of Meteor Swarm -- the result is already in the secret fiction so the actual goal doesn't have any real input, we're just adjudicating the straightforward tasking. We don't create a 'meaningful consequence' based on the intent or goal of the action! Now, we could, but then we do not have an prepared secret fiction -- we're No Myth-ing it -- and so we can formulate consequences based on goals and there can be different consequences for failure between the two (not sure what they would be, but for arguments sake I'm saying we can do difference here). However, now we're left with what happens on a success -- if the goal is the Wand, is it found on a success?
Asked and answered.
 

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