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. Or, at least, that's how I personally would like to play. I believe that, outside of combat, rolling dice should follow this pattern:
- 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
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.
So, I basically agree with all of this in principle, but I would argue that combat also works this way. It’s just that almost every action a PC might take in combat does have a built-in uncertainty of outcome and consequence for failure.
Litmus Test: if the DM's only tool for preventing everybody in the party from trying is by declaring (unrealistically) that only one character is allowed to try, then clearly the penalty for failure is insufficient.
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.
I’m going to push back on these points, even under the principles outlined above. D&D 5e (or at least the 2014 version) specifies that passive checks are used to represent the average results of an action performed repeatedly. They are not actually passive despite their name, they’re just how the system handles an action description like “I use my 10-foot pole to prod the ground in front of us as we walk.” That’s still an action with an uncertain outcome, but since it’s being performed repeatedly over time, 5e says the DM should use a passive check to resolve that uncertainty.
As for rolls to see if you know things, this is a tricky one, but in my interpretation this is still an action declaration, just one that’s usually stated incompletely. “Can I roll to see if I know anything about trolls” tells us the player’s goal (learn something about trolls), but the goal is fairly vague, and it doesn’t tell us the character’s approach. I would encourage the player to be more specific here, for example, “I think back to my uncle Gustav’s tales of his time as a troll hunter to try and remember if he mentioned any specific weaknesses they have.” This both communicates what the player is trying to accomplish and how so the DM can properly adjudicate, and it reveals potentially interesting backstory information about the character to the group.
Insight, in my mind, is like the social version of perception or investigation. In order for the players to make use of it, they need clues in the environment to respond to. A lie is like a social trap - it should have some indication of its existence so that the player can interact with it by declaring specific actions. For example, the DM might describe the NPC stuttering, sweating, or otherwise looking nervous. Or they might describe the NPC sneering, speaking with a haughty tone, or otherwise acting contemptuously towards the PCs. These telegraphs give players something to latch their action descriptions on to, like “I observe his facial expressions carefully to see if there’s a pattern to when he gets nervous.” This probably shouldn’t result in telling if a specific statement is a lie, but it should be able to result in information that can indicate if a character is hiding the truth generally.
Your last point about symmetrical social actions is an interesting one. Personally, I prefer just not to have NPCs use social skills against PCs, and to make social interactions players-always-roll scenarios. But, it’s a neat idea, and generally how I resolve PvP actions; social or otherwise.
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.
Understandable. It takes some getting used to, and some of the nuances like those discussed above are things you may discover as you practice with this approach.
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.
One helpful thing to keep in mind is that time wasted can be a meaningful cost of failure, if time is in some way under pressure. This doesn’t have to mean ticking clocks like “if you don’t defeat the dragon in time, the princess will be eaten” or whatever, it can just mean time advances towards the next periodic wandering monster check. That’s a big part of why combat actions always have consequences for failure, because in combat time is always under pressure.
Anyway, here’s one for you: in a Ravenloft campaign, a spy working for Strahd wants to steal a personal object belonging to one of the PCs while they are sleeping, so Strahd can use it to more easily scry on the PC in question. How do you determine if the spy gets into and out of the camp without getting caught, without relying on passive Perception?
I'd love to have this thread NOT devolve into a debate about metagaming.
Based on my experience I think it’s more likely to devolve into a debate about whether or not players should be able to declare a skill and roll without describing a specific action. But either way, good luck.