Bill Zebub
“It’s probably Matt Mercer’s fault.”
It is tragic to me that this argument conflates "mechanics" with "rolling dice to resolve uncertainty."
I get what you're saying, but "tragic" seems....dramatic.
But, sure, I could have chosen and defined terms better. Maybe "RNG-based mechanics"?
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.).
Agreed this is an issue, and discussed it upthread. It's a problem in games (like D&D) that requires you to invest resources (attribute points, skill points, even feats, etc.) and gives you the choice between combat and non-combat abilities. And I don't claim to have a perfect answer. But what I do do is factor that investment into adjudication. I'm not arguing against any use of skills and rolling dice, but rather avoiding going straight to the dice without any narrative description, and without costs of failure.
So here's an example scenario that, I think, accomplishes all of these goals:
Player A: "I want to threaten the old man that if he doesn't give us the key, we'll expose his affair with his business partner's daughter."
DM: "Oooh...cold! Ok, that will be a DC 15 Cha (Intimidation) check, and whether you succeed or fail he is going to be pissed, but if you fail you'll have made a real enemy. And need I remind you what his business is?"
Player A: "Oh, um...I'm -1 to Intimidation. Maybe Susie should do it."
Player B (Susie): "I crack my whip on the floor and lick my lips...."