I'm A Banana
Potassium-Rich
Ok, the thread title is more confrontational than I really mean. Please hear me out...
I want to argue that combat is the only part of the game in which the default should be reaching for dice and relying on mechanics. That in ALL other parts of the game we should first try to resolve things through narration/storytelling, and only roll dice as a last resort to resolve real uncertainty.
It is tragic to me that this argument conflates "mechanics" with "rolling dice to resolve uncertainty."
Like, the radius of light that a torch gives is an exploration mechanic.
Alignment (for all its faults) is a roleplaying mechanic.
Mechanics come is so many flavors that are not rolling a d20.
I'm amenable to the argument that rolling a d20 might not be the best way to resolve something outside of combat, though even that might be a bit too dramatic for my tastes...
Or, at least, that's how I personally would like to play. I believe that, outside of combat, rolling dice should follow this pattern:
And, by the way, "you can't try again" is not a cost of failure, at least by my definition. If you try to pick a lock and you fail, the door is still locked; the game state hasn't changed.
- The player declares an action
- If the DM decides the outcome is uncertain, and there is a real cost to failure, the DM may call for a roll
- The DM tells the player what the roll will be, including DC, and what the cost of failure will be
- The player then has the option of not taking the action
This is just the core loop in D&D, no?
This means:
- No passive rolls to spot things
- No rolls to see "if I know something"
- No rolling Insight to detect lies
- For those who want NPCs to "use social skills on PCs" the pattern is perfectly symmetric, which means the DM describes the action, the player decides whether outcome is uncertain, and calls for a roll, setting the DC.
OK, on board in principle. But, these are questions that come up in play. So we do need mechanics to resolve them (even if those mechanics are not d20 rolls).
And one final thing: I'm in the camp where I don't police, or even worry about, "metagaming" (using the narrow and somewhat inaccurate definition of "not separating player and character knowledge about the game world.")
But doing his is hard. Both because I got used to playing and another way, and just because sometimes it's hard. I'm still practicing DMing this way.
So to help me practice, here's the challenge: describe a scenario in which you think it would be challenging to follow these principles, and I'll see if I can figure out either how to handle the scenario, or how (and why) I would prefer to set up the scenario differently in the first place. Others are free to respond also. Maybe we'll all learn something.
Example:
"The party is exploring a maze of nearly identical passages, and there is a secret door in one otherwise unremarkable tunnel. How do you determine if the secret door is found without passive rolls or cost of failure?"
My answer:
- First, what purpose does the secret door serve in terms of making the game more fun. Is it just a random short-cut? Does it lead to a treasure room? Does it make the challenges faced by the party objectively easier?
- If it's just a random short-cut or otherwise provides a minor benefit, I might telegraph it's presence when they are near. For example, the party might intermittently notice footprints, and I'll tell them (no roll required!) that the footprints have disappeared. If they search around near where the footprints end, they find the door automatically. (Alternatively, I might eliminate the secret door as pointless.)
- If it's important, such as leading to a treasure room or making the party's objectives significantly easier, I would want to telegraph it from another location and then let them deduce the likely location. Any attempt to actively search for it in the correct location would be successful (but see next comment). The telegraph could be in a journal or map they find, a comment by a prisoner, a symmetric/geometric map in which one part is "missing", etc.
- If they are actively looking for a secret door but are under time pressure, then I might ask for a roll. The cost of failure is using up time. E.g., they are being pursued and want to use the secret door to hide from their pursuers before they are caught.
I'd love to have this thread NOT devolve into a debate about metagaming.
My gameplay needs for a secret door are that (a) not everyone notices it, but (b) there's a chance for anyone to notice it, and (c) I want players to have "observant" characters who are better at noticing it. I want to be able to say, "Llyrd the Elven Ranger notices the secret door with their keen eyes."
The solution you've got here is essentially to "telegraph" (with some descriptive element) and then reward a player who pulls at that thread.
That works OK, but I think that the dodge of the die roll here happens at what you decide to telegraph and to who. In a straight standard scenario, the descriptive elements (footprints, a map or journal, etc.) would be revealed based on d20 rolls for Perception or Investigation. What are you replacing that with? Just announcing it to everyone? Because that has some negative effects on those who want to play "observant" characters - they don't actually play as any more observant than anyone else.
That's something that the d20 roll, with its modifiers for proficiency and Wisdom or Intelligence, provides for very well.
If we want to eliminate the d20 roll, and still provide players the ability to make their character "more observant than others," what mechanic creates that feeling?
Genuinely curious, because I think a d20 roll to find information is actually pretty kludgy and unsatisfying, but I don't have a great replacement for it, either. I wonder what games based on this kind of mechanic do (detective games, etc.).