I prefer rules that give any sort of guidance whatsoever on how to determine the DC's. And, I would like a system that actually has any sort of indication of what a success or failure actually means in the game fiction. I actually WANT a more simulationist system. I want a system that actually guides the fiction rather than simply making horsey noises when my knight takes a bishop.You prefer rules that delineate how widely known a fact is in the game world? That sounds... unnecessarily prescriptive. I'm not sure that's exactly what you are saying, but it kinda seems like it.
As DM, yes, I do determine what is common knowledge in my world. The published adventures do a little bit of this as well.
Just to note, in the real world I find this haggling technique to be of mixed effectiveness.If we're only going to use 3 DC's - 10-20, then why bother having a system at all? Or, to put it another way, not not simply have a chance of success based on the character? After all, the DC's are almost always going to fall within a specific range anyway, so, why not simply put it in the player's hands?
But, @Oofta, again, you are not actually talking about simulation. In a simulation system, it has to tell you something about what happened. Why did the roll succeed or fail? What happened? Since the 5e system is not based in anything remotely resembling simulation, then any narration is equally applicable.
Player: I would like to negotiate with the merchant for a discount.
Dm: Ok, fair enough. Gimme a Persuasion check.
Player: 23. I fart on him.
DM: Great, you get a 20 per cent discount.
Is a perfectly reasonable result from the 5e skill system because success or failure is not in any way tied to the narrative or the game world.
If we're only going to use 3 DC's - 10-20, then why bother having a system at all? Or, to put it another way, not not simply have a chance of success based on the character? After all, the DC's are almost always going to fall within a specific range anyway, so, why not simply put it in the player's hands?
But, @Oofta, again, you are not actually talking about simulation. In a simulation system, it has to tell you something about what happened. Why did the roll succeed or fail? What happened? Since the 5e system is not based in anything remotely resembling simulation, then any narration is equally applicable.
Player: I would like to negotiate with the merchant for a discount.
Dm: Ok, fair enough. Gimme a Persuasion check.
Player: 23. I fart on him.
DM: Great, you get a 20 per cent discount.
Is a perfectly reasonable result from the 5e skill system because success or failure is not in any way tied to the narrative or the game world.
They do give guidelines. It's just not guidelines that you personally prefer, and honestly I'm still not sure exactly what you want. You can have a system where (in D&D terms) all the DCs are fixed, I don't think that's any better. How the heck are they supposed to be more specific considering the nearly infinite number of situations that could call for a check?I prefer rules that give any sort of guidance whatsoever on how to determine the DC's. And, I would like a system that actually has any sort of indication of what a success or failure actually means in the game fiction. I actually WANT a more simulationist system. I want a system that actually guides the fiction rather than simply making horsey noises when my knight takes a bishop.
Shh! No appeals to popularity by mentioning that it apparently works for so many people!Yet another example of a theory that pretty much proves you couldn’t possibly having any fun. And yet somehow millions of people are.
They do give guidelines. It's just not guidelines that you personally prefer, and honestly I'm still not sure exactly what you want. You can have a system where (in D&D terms) all the DCs are fixed, I don't think that's any better. How the heck are they supposed to be more specific considering the nearly infinite number of situations that could call for a check?
The unwashed masses wouldn’t recognize Fun if it killed them and took their stuff. Right?Shh! No appeals to popularity by mentioning that it apparently works for so many people!![]()