Composer99
Hero
The extreme counterpart is a strawman, and I will not indulge that absurdity.The question is how much value these particular examples (setbacks) would hold for the amount of space they take up. As an extreme counterpart... do we need examples and diagrams of how to roll a die? I don't think we do but for a complete beginner maybe some would argue it's necessary... There's a point where if you are of the recommended age I am going to assume you can grasp certain concepts without examples or in-depth explanation...
This comes across as equivalent to arguing that, say, a reference manual for gardening shouldn't include any discussion (or examples) about how different plants want different amounts of sunlight because "There's a point where if you [have the recommended level of gardening competency or experience] I am going to assume you can grasp certain concepts without examples or in-depth explanation [edits made by me to fit the example]". That would be nonsensical: including content about things like sun and soil is precisely the point of having a reference manual about gardening.
Or how about a user manual for a piece of software - say, the user manual for the 2009 version of music writing software Finale. (I pick that year because that's the one I own.) Without actually teaching the user step-by-step how to use the software (much less how to read or write music), it comprehensively describes how each element of the software works, from dialogue boxes to plug-ins, because that is what it, as a user manual for software, is literally supposed to do, and it would be ridiculous to leave out any arbitrary number of dialogue boxes or menus because "There's a point where if you [have the recommended level of experience using this software] I am going to assume you can grasp certain concepts without examples or in-depth explanation [edits made by me to fit the example]".
Or another example: My university reference manual on orchestration, which I can assure you already presumes a great deal of background knowledge and competence - more, I am sure, than the DMG presumes of DMs - includes a concrete discussion on writing passages for violin - including, for instance, examples of passages written for violins on different strings, chord passages (including chords that would be awkward or impossible to finger!) - as well as discussions and concrete examples of bowing and harmonics. None of this content is an insult to the reader's intelligence, nor is it a constraint on the reader's creativity.
As a counterpoint, would you think it was acceptable for, say, the PHB to excise the entirety of chapter 10 because "There's a point where if you are of the recommended age I am going to assume you can grasp certain concepts without examples or in-depth explanation", and therefore if you can look up words such as "area", "time", "range", or "self" in the dictionary, there's no need to discuss the context in which such terms are used with respect to casting spells in the game, or even have concrete rules for how concentration works?
I mean, you're basically trying to tell me that
orLet's suppose a player character wants to jump from a balcony, swing across a chandelier, and land behind an enemy on their turn so that they or one of their allies can get Sneak Attack damage against that enemy. You might decide that calls for using their action and a DC 15 Dexterity (Acrobatics) check. If the check succeeds, the character does as the player has described. If the check fails, you might either decide the character fails outright - perhaps preparing to jump and realising the effort would fail, so they use their action and stay in place - or you might decide the character makes progress with a setback, perhaps either landing where they wanted to but falling prone, or landing on their feet halfway to their intended destination.
or (and this last one is, I admit, a bit cheeky, being an actual quote from the DMG pg. 242)For example, suppose a player character wants to learn the true name of a particular fiend of great power during some downtime. You might decide that kind of lore is hard to find and call for a DC 25 Intelligence (Arcana) check as they try to track down tomes of occult lore or consult with appropriately learned sages. On a successful check, the character learns the true name, catching a lucky break as they happen to find a suitable resource close to hand. On a failed check, you might decide the character either fails to learn the true name or only makes some progress, perhaps learning a rumour of a sage in a far-away city who is said to possess a cursed tome holding the name.
are somehow inappropriate or insulting the intelligence of DMs because 12-year-olds can look up the word "setback" in the dictionary?Failure can be tough, but the agony is compounded when a character fails by the barest margin. When a character fails a roll by only 1 or 2, you can allow the character to succeed at the cost of a complication or hindrance. Such complications can run along any of the following lines:
- A character manages to get her sword past a hobgoblin's defenses and turn a near miss into a hit, but the hobgoblin twists its shield and disarms her.
- A character narrowly escapes the full brunt of a fireball but ends up prone.
- A character fails to intimidate a kobold prisoner, but the kobold reveals its secrets anyway while shrieking at the top of its lungs, alerting other nearby monsters.
- A character manages to finish an arduous climb to the top of a cliff despite slipping, only to realize that the rope on which his companions dangle below him is close to breaking.
I'm not buying it in the slightest.