Yes.Isn't Burning Wheel 'say yes or roll the dice'
No. I think I posted about this upthread.which is similar idea
The rule in 5e D&D, according to this from DnD Beyond, is "The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results."
What principle does the GM use to decide if something is uncertain? I don't know if the rulebook suggests one (or more).
Here is the rule for "say 'yes' or roll the dice" from p 72 of BW Gold (available for free on DTRPG):
In his game, Dogs in the Vineyard, Vincent Baker articulates a convention of Burning Wheel so well that I’d rather use his words than my own. He says:
Vincent’s advice is perfect for Burning Wheel. Unless there is something at stake in the story you have created, don’t bother with
the dice. Keep moving, keep describing, keep roleplaying. But as soon as a character wants something that he doesn’t have, needs to know something he doesn’t know, covets something that someone else has, roll the dice.
Flip that around and it reveals a fundamental rule in Burning Wheel game play: When there is conflict, roll the dice. There is no social agreement for the resolution of conflict in this game. Roll the dice and let the obstacle system guide the outcome.
Every moment of play, roll dice or say “yes.”
If nothing is at stake, say “yes” [to the player’s request], whatever they’re doing. Just go along with them. If they ask for information, give it to them. If they have their characters go somewhere, they’re there. If they want it, it’s theirs.
Sooner or later - sooner, because [your game’s] pregnant with crisis - they’ ll have their characters do something that someone else won’t like. Bang! Something’s at stake. Start the conflict and roll the dice.
Roll dice, or say “yes.”
If nothing is at stake, say “yes” [to the player’s request], whatever they’re doing. Just go along with them. If they ask for information, give it to them. If they have their characters go somewhere, they’re there. If they want it, it’s theirs.
Sooner or later - sooner, because [your game’s] pregnant with crisis - they’ ll have their characters do something that someone else won’t like. Bang! Something’s at stake. Start the conflict and roll the dice.
Roll dice, or say “yes.”
Vincent’s advice is perfect for Burning Wheel. Unless there is something at stake in the story you have created, don’t bother with
the dice. Keep moving, keep describing, keep roleplaying. But as soon as a character wants something that he doesn’t have, needs to know something he doesn’t know, covets something that someone else has, roll the dice.
Flip that around and it reveals a fundamental rule in Burning Wheel game play: When there is conflict, roll the dice. There is no social agreement for the resolution of conflict in this game. Roll the dice and let the obstacle system guide the outcome.
This has to be read in conjunction with other fundamentals of the game, found on pp 9-11, 24-25, 30-31:
In the game, players take on the roles of characters inspired by history and works of fantasy fiction. These characters are a list of abilities rated with numbers and a list of player-determined priorities. . . .
One of you takes on the role of the game master. The GM is responsible for challenging the players. He also plays the roles of all of those characters not taken on by other players; he guides the pacing of the events of the story; and he arbitrates rules calls and interpretations so that play progresses smoothly.
Everyone else plays a protagonist in the story. . . . The GM presents the players with problems based on the players’ priorities. The players use their characters’ abilities to overcome these obstacles. To do this, dice are rolled and the results are interpreted using the rules presented in this book. . . .
When declaring an action for a character, you say what you want and how you do it. That’s the intent and the task. . . . Descriptions of the task are vital. Through them we know which mechanics to apply; acknowledging the intent allows us to properly interpret the results of the test. . . .
A task is a measurable, finite and quantifiable act performed by a character: attacking someone with a sword, studying a scroll or resting in an abbey. A task describes how you accomplish your intent. What does your character do? A task should be easily linked to an ability: the Sword skill, the Research skill or the Health attribute. . . .
what happens after the dice have come to rest and the successes are counted? If the successes equal or exceed the obstacle, the character has succeeded in his goal - he achieved his intent and completed the task.
This is important enough to say again: Characters who are successful complete actions in the manner described by the player. A successful roll is sacrosanct in Burning Wheel and neither GM nor other players can change the fact that the act was successful. The GM may only embellish or reinforce a successful ability test. . . .
When the dice are rolled and don’t produce enough successes to meet the obstacle, the character fails. What does this mean? It means the stated intent does not come to pass. . . .
One of you takes on the role of the game master. The GM is responsible for challenging the players. He also plays the roles of all of those characters not taken on by other players; he guides the pacing of the events of the story; and he arbitrates rules calls and interpretations so that play progresses smoothly.
Everyone else plays a protagonist in the story. . . . The GM presents the players with problems based on the players’ priorities. The players use their characters’ abilities to overcome these obstacles. To do this, dice are rolled and the results are interpreted using the rules presented in this book. . . .
When declaring an action for a character, you say what you want and how you do it. That’s the intent and the task. . . . Descriptions of the task are vital. Through them we know which mechanics to apply; acknowledging the intent allows us to properly interpret the results of the test. . . .
A task is a measurable, finite and quantifiable act performed by a character: attacking someone with a sword, studying a scroll or resting in an abbey. A task describes how you accomplish your intent. What does your character do? A task should be easily linked to an ability: the Sword skill, the Research skill or the Health attribute. . . .
what happens after the dice have come to rest and the successes are counted? If the successes equal or exceed the obstacle, the character has succeeded in his goal - he achieved his intent and completed the task.
This is important enough to say again: Characters who are successful complete actions in the manner described by the player. A successful roll is sacrosanct in Burning Wheel and neither GM nor other players can change the fact that the act was successful. The GM may only embellish or reinforce a successful ability test. . . .
When the dice are rolled and don’t produce enough successes to meet the obstacle, the character fails. What does this mean? It means the stated intent does not come to pass. . . .
So the GM's key job is to present the players with problems based on the players' priorities that are components of PC builds (alongside the familiar numerical ratings). So whether or not something is at stake is a function of those priorities. Not a function of the GM's judgement. It is ultimately the player who has the greatest authority to call for a test.
And it is player-declared intent - obviously and intimately connected to the stakes of a situation - that is key to action resolution: success on a test means intent is achieved; failure means that the intent does not come to pass.
So in Burning Wheel, the notion of uncertainty has no role to play. Rather, a situation or outcome becomes uncertain, in play, because it puts at stake something that matters by reference to a player's priorities for their PC. We know it is uncertain, in play, because the rules tell us to roll the dice. And in BW task is secondary - it tells us what skill(s) to use in the test, because these reflect the different sorts of things PCs can do; and it also determines the difficulty, because obstacles are established by reference to the "objective" difficulty of a particular task; - but task does not bear upon whether or not the dice need to be rolled. That is a function of stakes, which flow from the interaction of the way the scene is framed, and the intent of a player's action declaration.
So this has almost nothing in common with the 5e D&D heuristic, other than that both involve rolling dice sometimes but not always.
And that's before we even get to the possibility, inherent in the 5e D&D approach but not part of BW, that the GM might decide it is not uncertain because it will undoubtedly fail.
The notion of the GM feeling whether or not something is at stake, and on that basis deciding what is or is not uncertain, might be useful in 5e D&D. It has no work to do in GMing Burning Wheel, though.if don't feel anything at stake, say yes, otherwise roll the dice. But the DM may approach it differently as to whether a situation should be yes or not depending on nature of campaign/ how approaching it.