Bill Zebub
“It’s probably Matt Mercer’s fault.”
It is a flaw in 5E the idea that you simply can't do something.
Huh? Come play in my game. I’ll give you a safe you can’t open.
It is a flaw in 5E the idea that you simply can't do something.
That's...a really bad idea. You are reinforcing the idea of hyper specialization on checks. The point of bounded accuracy is so you don't need to take every single opportunity cost to be competent at a task. The D20 is random enough with adding a save or forever fail effect to it.It is a flaw in 5E the idea that you simply can't do something. Sometimes, you just can't open the safe-- you just aren't good enough. Sadly, the DC would have to be ludicrously high for a 20 to not succeed eventually. Again, bounded accuracy rears its ugly head.
Personally, our table only allows a retry if you fail by 5 or less. If you fail by more than 5, you just can't do whatever it is you are trying to do.
I guess I just always see failure itself as a meaningful consequence. For instance, even if the safe is empty, the PCs won't know that until it is opened, but if they fail to open it, they won't know--and not knowing could have impact on what they do next.If it's possible, and there are no meaningful consequences for failure, per DMG 237 you can just open it (taking 10x the time).
Thanks! I realised I'd implied but failed to outright state that you can of course have a safe that is impossible to open. No roll (it can't be opened, so what are you rolling for!?)Huh? Come play in my game. I’ll give you a safe you can’t open.
Infinite are the arguments of magesI guess I just always see failure itself as a meaningful consequence. For instance, even if the safe is empty, the PCs won't know that until it is opened, but if they fail to open it, they won't know--and not knowing could have impact on what they do next.
It might seem that way to you, but it isn't in practice. It works well and it enforces character not to be hyperspecialized, but to at least be proficient if they want a chance to do something remotely difficult.That's...a really bad idea.
Because it shouldn't be impossible until you have tried, and failed, and realized it is not possible. The odds might be 1 in a billion, but there is still a chance. Heck, you could take the most complex safe in the world and a chimp with a stick could still have a chance, however remote, to open it. But once tried and failed, the attempt might lock down the safe or you just realize in the present situation, it can't be done.Thanks! I realised I'd implied but failed to outright state that you can of course have a safe that is impossible to open. No roll (it can't be opened, so what are you rolling for!?)
Sure, that is a good way to put it. Since the outcome determines what happens next, it is (nearly) always meaningful. Now, if the consequences aren't meaningful, i.e. failure really means nothing, we don't roll--it is a waste of time.If doubt is meaningful for your group (and I think you are saying it is), then you are indeed rolling for meaningful consequences.
This is poorly framed.I pulled this out of another thread and tidied it up as it captures something I've been mulling over. 5e is often thought of as task-resolution. With dead-ends and flat fails. Task-resolution is often contrasted with conflict-resolution, where the focus isn't on resolving the task, but on the reason the task matters. I think maybe 5e ability checks can be better explained as consequence-resolution like this, using the example of opening a safe
For emphasis,
- It may seem counter-intuitive, but in 5e, you don't really roll to open a safe
- Per DMG 237, what you are really rolling for are consequences
- Taken together with PHB 174, the results can be
- you open the safe (the consequence you want)
- you open the safe but with additional consequences
- you become engaged with some consequences
Some might still see that as not really about resolving what matters. The missing piece isn't found in the rules: it's in the player orientation to their game. Why have my players chosen to open that particular safe? We're here now, why? Unless I picture my party going about opening random safes, their desired consequence - find what they are looking for in the safe - is what is resolved. Beyond the events kicking off play in session 1, DM does not have sole authorship over the situation: that's up to the group. DM doesn't choose stakes, they're chosen by the group. DM has their side of the picture, players have theirs. The two sides are asymmetrical, but they can (and in my view should) be equal.
- Per RAW, outcomes of ability checks in 5e - pass or fail - are ordinarily not inert. I'm not saying a dead-end couldn't ever come up in an interesting way, but that isn't the default.
- If a task is uncertain, but there are no meaningful consequences, the DMG rule is that they succeed in ten times the time.
- Following the procedure in RAW, consequences are known going in. They'll be those that are due to player choices and big picture elements: players and DM all get their say. That doesn't rule out unexpected twists, but those can still be principled - constrained by your situation, what's been described, and the game system.
I might wonder - couldn't that safe just be empty? The answer to that depends on my decisions about the kind of play I am interested in. Were I solely focused on immersion, perhaps I would like to imagine empty safes? 5e is a non-comittal game: it leaves decisions like that up to the group. I believe 5e is overwhelmingly DM-curated, so I would put it like this - where it's reasonable to say system matters, in 5e system + DM matters.
In understanding ability checks for 5e, folk normally start with examples like the one in the Basic rules primer. Later, they might read the PHB 174 and see they should take uncertainty into account and can narrate complications on failure. Eventually, they'll get familiar with DMG 237 and see what's possible. Stopping short at primer or PHB leaves the picture incomplete. Because in D&D system + DM matters, even the whole picture won't guarantee that any two groups will play it the same way.
Finally, a hat tip to @iserith who helped me really grasp all this. With any luck they are still around and will link their thoughts (their guide) in this direction.
I don't see it. By nature off adding a do or die to checks you are going to make sure you have the highest possible modifiers and avoid attempting anything outside of the stuff you specifically built for. The D20 is just too random otherwise.It might seem that way to you, but it isn't in practice. It works well and it enforces character not to be hyperspecialized, but to at least be proficient if they want a chance to do something remotely difficult.