D&D 5E Do you let PC's just *break* objects?


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Which is exactly what every DM does if a player doesn't give them sufficient information (and there is sometimes no way that a player can know what information is required) to make an adjudication. It's called playing the game, it's not a punishment.
Fully agree - but there are folks in this thread who have stated or otherwise agreed that asking for clarification tips the player off that something may be up, leading to "metagaming" and "takebacks." So they try to avoid that by establishing for the player what their character does, which can lead to conflict. It's this approach for which I've shown the downsides. The upside to my approach is that the player does this up front so there's rarely a need to ask for clarifying questions, and since the expectation exists for all action declarations, this mitigates against "metagaming."
 

"I smash the vase!" clear and committed!
vague: of uncertain, indefinite, or unclear character or meaning.
The statement is not vague!
uncommitted: not committed to a cause, activity, etc.
The statement shows full commitment.
Please, your attempts at Magic Wordsmithing, can't make words say things they don't mean.
It's uncommitted in that they have not committed to how they smash the vase, either intentionally or unintentionally. They've committed to a goal (smashing the vase) but not the approach. The approach can affect the adjudication and narration.
 


I thought that this presented a good option for how to handle things.
Not for me, as I I specifically want to avoid having to establish for the player what their character does (e.g. “ok, you pick up the vase and smash it against the floor”), and having to stop play and hash out the specifics of the action in the midst of the resolution process (e.g. “No, wait, I don't want to touch it. I want to hit it with a sling bullet from across the room”).
 



"I smash the vase!" clear and committed!
vague: of uncertain, indefinite, or unclear character or meaning.
The statement is not vague!
uncommitted: not committed to a cause, activity, etc.
The statement shows full commitment.
Please, your attempts at Magic Wordsmithing, can't make words say things they don't mean.
It is uncertain how the character smashes the vase.
 

I thought that this presented a good option for how to handle things.
Not for me, as I I specifically want to avoid having to establish for the player what their character does (e.g. “ok, you pick up the vase and smash it against the floor”), and having to stop play and hash out the specifics of the action in the midst of the resolution process (e.g. “No, wait, I don't want to touch it. I want to hit it with a sling bullet from across the room”).
Fair enough and, as you've just referenced, different people perhaps with different groups may find different things to work. This is where the agree do differ thing can come in. (y)
 

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