D&D (2024) Thoughts on Stealth and D&D2024

Player: "Okay. I'm going to hide behind the tree."
DM: "You hide. Don't bother rolling."
Every player: "Great! There's nothing out there that can see us, so we're somewhat safe."

Or...

Player: "Okay. I'm going to hide behind the tree."
DM: "Give me a stealth check to hide."
Every player: "Uh, oh! Something is nearby."

The players may not say those last parts, but they are going to be aware when something is around and when the area is clear that way. I prefer to always have the stealth check happen. That keeps the players unsure about whether something is really out there, and gives me the number I need just in case something is there or will be wandering by.
I would ask the player what it is that they are hiding from and how they are hiding.
 

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Isn't the question why would you roll to attack a door if there is no tension or time constraint?
I never would, it was their scenario. If (somehow) such a scenario arose, I would make them attack it because I would have a reason for it. Otherwise, there would be no cause to attack the door, it would be unlocked and they could just open it.
 

I never would, it was their scenario. If (somehow) such a scenario arose, I would make them attack it because I would have a reason for it. Otherwise, there would be no cause to attack the door, it would be unlocked and they could just open it.
That's an interesting premise.
 

Because if a PC wants to chop down a door, they are attacking it. Frankly, without a time constraint or something for tension, I have to ask why are you even narrating this???
You narrate it because it's something the they have declared that they do.

DM: "The wood door has no lock, knob or any other way you can see to open it."
Fighter: "We don't have time for this. I pull out my battle axe and chop my way through the door."
DM: "Okay. The door was pretty sturdy, so it takes you about 15 minutes to chop your way through it...."

It's a waste of time and effort to have the fighter battle a wooden door until he breaks through. The outcome isn't in doubt, so why waste that time?
So, what about a PC who wants to pick the lock instead of chop down the door with an axe? Do you "just let them do it"? No time constraints, etc. etc. etc.
This depends on the DM. In 5e by RAW, you can keep trying to pick the lock over and over and over, so if there are no time constraints the PC will eventually roll a 20. If the lock has a DC equal or lower to 20 + the bonus of the PC, why waste the time making him roll?

If you've decided not to allow retries, then the roll should happen.
 

You narrate it because it's something the they have declared that they do.

DM: "The wood door has no lock, knob or any other way you can see to open it."
Fighter: "We don't have time for this. I pull out my battle axe and chop my way through the door."
DM: "Okay. The door was pretty sturdy, so it takes you about 15 minutes to chop your way through it...."

It's a waste of time and effort to have the fighter battle a wooden door until he breaks through. The outcome isn't in doubt, so why waste that time?
You got the bolded part right. Why would this even be part of the game?

Such a door is presented to the group to be an obstacle. If it isn't a challenge or involve some element of risk... it is a waste of time.

Why is the "15 minutes" even relevant? What is going on. The fighter says "We don't have time for this." and then seriously the DM "narrates" it takes 15 minutes???

Do you see the irony there?
 

You got the bolded part right. Why would this even be part of the game?

Such a door is presented to the group to be an obstacle. If it isn't a challenge or involve some element of risk... it is a waste of time.

Why is the "15 minutes" even relevant? What is going on. The fighter says "We don't have time for this." and then seriously the DM "narrates" it takes 15 minutes???

Do you see the irony there?
Nope. There is no irony there. Some of us like to roleplay the interaction with the environment around us at all times, not just when things are dangerous. Part of that are locked doors when nobody is around.

Different strokes for different folks.
 


Different whacks for different "hacks"? ;) (j/k)

But you really don't see the irony? The figher says "We don't have time for this" and then proceeds to take 15 MINUTES to chop through the door?

That is irony to me, anyway.
Okay. I did miss that. My point was, though, that there are going to be times when the group hits a locked/stuck door and there aren't monsters around or a time crunch. If they want to hack though the door rather than using a different method, it needs some small bit of narration, because that's how play works. The players declare something, the DM narrates the result, and then they declare more stuff.
 

My point was, though, that there are going to be times when the group hits a locked/stuck door and there aren't monsters around or a time crunch.
Why is it locked?

If they want to hack though the door rather than using a different method, it needs some small bit of narration, because that's how play works.
Play works to generate tension and excitement in the game. If there are no consequences to hacking through a door as opposed to breaking it down as oppsed to finding the key or picking it (so you don't make noise) or magicing it open, or solve a puzzle to open it, or whatever, then the door might as well not even exist.

It adds nothing to the game dynamic, no challenge and only wastes game time. I don't have that much to spare, frankly.
 

Why is it locked?
Because the guy who used to live in these ruins 100 years ago kept valuables in the area of the house behind it. Or whatever other reason. There are lots of reason locked doors are about without any sort of crunch happening.
Play works to generate tension and excitement in the game. If there are no consequences to hacking through a door as opposed to breaking it down as oppsed to finding the key or picking it (so you don't make noise) or magicing it open, or solve a puzzle to open it, or whatever, then the door might as well not even exist.
To you. A lot of us like the world to make sense and be more holistic. We don't want every door to be unlocked until we get somewhere interesting. That wouldn't make any sense, and getting through a locked door is part of exploration.
It adds nothing to the game dynamic, no challenge and only wastes game time. I don't have that much to spare, frankly.
Which is fine and brings us back to, "Different strokes for different folks." ;)

How you play works for you and as long as you and your group are having fun, that's all that really matters. The players I play with enjoy the exploration aspect of things, even when there isn't going to be tension involved.
 

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