I have a thought on this. Before I share I want to point out that the example has the threat of physical confrontation hanging over it; because of that, it’s difficult to see it as entirely separated from combat. I realize that you’re just taking
@Hussar ‘s example and running with it. Maybe you have another example that shows a robust encounter that has nothing to do with combat?
I disagree with the premise. By that reasoning, literally all scenarios where conflict is a possible outcome have "physical confrontation hanging over it", and thus can't be fully separated from combat, and literally every game ever written that doesn't forbid physical violence is entirely about combat.
So, I'm not sure what you're looking for. I'm guessing that you see the above differently.
That may be helpful, because my first take on this is you’re describing a kind of loose “skill challenge” approach, where the initial failed check did not signal the end of the encounter or the shift into combat, but instead just changed the situation and allowed for continued ability checks. And that’s fine…seems like a reasonable way to approach it. But the actual books do very little to describe this kind of approach. There’s not an example of such in the rules. At best, you could take some comments from different parts of the text and cobble them together to support this take.
I disagree. The basically description of how to play, in the PHB, does what I'm talking about. Not all situations need 1 check per specific thing being accomplished, but the rules not only describe play pretty much as I did upthread, though not in the same language, it also includes in it's (absurdly sparse and poorly thought out overall) advice in the DMG advice on not needing every roll to mean that the whole scene fails. You fail the deception check to just brush past and make the guard not want to question you, so the guard challenges you and you have to try more direct deception or persuasion or whatever.
The DM could frame the situation such that the logical next step is for the PC to describe their approach overall, and the DM to ask for 1 single roll for the whole scene, but the norm is 1 roll per significant action in a scene, not per "general task you're trying to accomplish in a scene".
But this is largely the point…. the combat rules are, by comparison, hyper specific. Once a DM says “roll initiative” everyone at the table shifts into a more regimented game where they have very quantifiable resources and clear moves to make. Non-combat encounters are very fuzzy by comparison. In the example above did the player have any idea how the DM would approach the encounter?
Sure. But no one has actually established a reason that this is a mark of importance or significance or "what the game is really about". Folks keep saying it is, but...you gotta know by this point that it's not some "obviously true" statement that requires no defending.
In other words, did they know how the encounter would function at the mechanical level as well as they would have if they instead chose to attack the guard? If they attacked, they have a really good idea how things will go; the guard will have an AC and HP and an attack bonus and saving throw scores and all manner of statistics that may come into play. If the PC engages the guard without fighting? Far less specific.
Yes. The mechanics are also more specified if you are doing crime as a downtime activity than if you are sneaking into the prince's palace to abscond with his goods as part of an adventure. The game changes depending on the type of thing being played out.
Basically it could be anything from how
@Hussar depicted where the DM didn’t even require a roll, or maybe one roll would have been called for with a binary succeed/fail state, or a series of checks being needed to convince the guard, and so on.
Now, I think you and many others see this lack of specificity as a feature not a bug. And that’s fine. You take the very basic approach from the book and you do something more with it. Another DM may keep it incredibly simple, calling for rolls as infrequently as possible. That’s fine. However, those of us who have been arguing that D&D is more concerned with combat are citing this as the reason. The game has super detailed rules and processes to follow when in combat. Non-combat encounters are far less distinct to the point that two different groups could have wildly different approaches to them.
The focus on combat… the perceived “need” for such rules as many in this thread have pointed out… is a clear indicator of where the game is focused.
This is the actual sticking point many of us have with you and hussar and others. Because no, it is not a clear indicator of any such thing. You are still equating specificity with importance, but that is not the case.
Many gamers dislike, and have noticably less fun, speaking from experience playing in groups playing various games and seeing others experience this, when social interaction is heavily specified. Many of the same gamers dislike it just as much when combat is subjective
at all. I've experienced it while designing a game where nothing in the game except character creation is as specified as 5e DnD, and there are roughly as many combat related, social related, exploration/investigation related, and mixed, skills.
So I’m not quite sure I follow this; can you elaborate a bit? What is a “conversational rules system” versus a system with “conversational elements without using conversation to resolve the fictional events”?
What games are we talking about?
In a pbta game (speaking generally), there is a conversation built into how using a move works, sure. The mechanics employ conversation as part of how they function. In 5e, there are parts of the game, or perhaps it's better to say, parts of the play loop, that simply are a conversation. There is no written out specific mechanic to determine how stubborn the guard is, or what level of stakes are required to need to employ hard mechanics, or whether combat is hanging over the situation from the guard's perspective. The mechanic is the conversation between the player and DM. That doesn't mean there are no rules for social interaction. It just means that social interaction runs on a model of existing only to resolve things that matter and have variable possible results. While the ability check rules are a
toolkit for the DM to build that part of
their DnD from, they are also a specific, defined, set of mechanics. It's just that part of those mechanics, is the conversation that happens in the play loop.
I've had players get angry at me as a DM for not holding them strictly to their specific speed in feet value is in a session of dnd where I'm running a chase, and thus using listed movement values as the starting point from which they can use skills and character abilities to get more out of their movement. Actually angry. A human adult yelled at me, in a situation where I was literally letting him do
more than he could have normally.
Aside: I don't really debate specific examples, and that's for a reason. In my experience, no matter how well intentioned all participants are, they
only ever accomplish the swift decline of the discussion's direct relevance to the original topic, and generally lead to the deterioration of the quality of discussion overall. Again IME, the "in the weeds" nitpicking behavior is next to inevitable, when you move from general principles to concrete examples. I have absolutely never seen this proven wrong on these forums, certainly. Maybe in person, with friends, because body language and tone and being able to see eachother's faces can soften some of the impulses that lead to that.