D&D General "I make a perception check."


log in or register to remove this ad


iserith

Magic Wordsmith
again just look at what you said 'some people are a little hesitant' but they 'warm up'

now I don't know you, or how many con games store games you have run (I have run a lot... and may be roped into a virtual school game for my niece soon ) I don't even know how many new players you have had over the years. I don't really NEED to know either. I just want you to think not just about you, but other DMs like you... ones that have 'a little hesitant at first' players and think about how possible and probable it is that they have driven some players from the hobby.
6p76r6.jpg
 

Chaosmancer

Legend
Bad things can indeed happen to your character as a result of actions you take. This is true regardless of DMing technique. Either you’re ok with that risk or you aren’t.

I am not okay with being forced to take an action to avoid a bad thing happening, that then directly causes the bad thing I'm trying to avoid to happen to me.

Everyone knows bad things happen to people. That isn't the point I'm making. The point I'm making is that if my action is declared with the intent to avoid a trap, causing that action to trigger the trap, is a crappy thing to do.
 

Charlaquin

Goblin Queen (She/Her/Hers)
I am combineing these

why... why do you need to know what it looks like?
So I can clearly imagine what’s happening in the fiction and assess whether or not the thing the character is doing can bring about the player’s desired outcome and what the associated risks might be.
why can't you talk in normal engleish with a friend that admits they want to do something in game that the character can physically/mentally/socially do but they can not describe?
I think you are exaggerating the inability to describe the character’s fictional behavior because you don’t want to do so. It really isn’t hard to say something like “my character rifles through the drawers in the desk” or whatever. People just don’t want to because they’re afraid they’ll fail. Which makes it seem crazy to me that they want to roll dice instead because rolling dice can also fail! You’re actually far more likely to succeed if you just use your imagination to picture the fictional world and imagine what your character might do in it to try to being about your desired outcome, and then tell me what you’re imagining. Which players at my table who are hesitant about this approach usually catch onto pretty quickly, and then take to it like fish to water.
diplomacy tells you they wish to convince the king with something... and that something is a skill the character has the player does not (or maybe the player does but is having a rough day and just can't accesss... he/she doesn't know what to say here)
It doesn’t tell me what they want to convince him of (or convince him to do? Again, unclear), or what the character does to try to convince him of (or to do) it, which is information I need to assess if it can work or not.
specified is so perfect here... becuse you are right it isn't SPECIFIT, it is very general, and only a kill and intent... that should be enough most times to make a ruleing...
Not without either assuming or establishing for the player what the character is actually doing to try and achieve that intent. Which it’s fine if you’re comfortable doing, but I am not.
now some people say "oh I adjust the DC based on what they said" and other say "I give advantage/disadvantage based on what they said... I am not a fan of either but I get it.
I determine if a check is even needed, and if so, what the DC should be, based on what they say. So that’s kind of similar.
I just set a DC to get the king to do what you want... or I don't (aka auto pass/auto fail) now you may ask the king to do something else (instead of asking him t lead his army to fight the lich lord you ask to at least send his best 10 men and the archmage with you, then you ask can you at least ask if they will volunteer, then you ask will you at least not try to stop us) and that is already player skill trumping character to one degree or another, but again it is something I am yet to find a way to avoid... (the DM can call for an Int or and Insight or something and then suggest 'maybe the king would be willing to help in a lesser way')
Alright, you do you.
 

Maxperson

Morkus from Orkus
Those do not convey any in-fiction activity.

Either of these statements is incomplete without the other. “I try to convince the king” is a goal, but doesn’t tell me what the character is doing in the fiction. “I remind the king of his ancestor’s bravery” tells me what the character is doing in the fiction, but not why. I need both of those things to properly adjudicate an action.

“I diplomacy” isn’t even a sentence, and conveys neither of the two pieces of information I require. “I want that king to listen to us” is a goal, but doesn’t tell me what the character is doing to try and achieve it.
I would run some of that a bit differently.

Player: "I remind the king of his ancestor's bravery."
Me: "Your words have an effect on the king and for several moments he is deep in thought. Second sentence:(insert some response appropriate for the king and that reminder in that situation)"

While I have no goal to go on, those words are enough for me to roleplay the effect of them on the king. It may or may not have whatever desired effect the player was going for, but didn't speak, but something will happen. I'm not going to ask for more and if the player doesn't get the desired outcome, perhaps he will realize that next time he should provide further detail.

Player: "I try to convince the king."
Me: "How?"

Player: "I diplomacy."
Me: "Are you okay?"

None of my players would ever try to speak that way, so it would be a sign that something serious is wrong.

Player: "I want that king to listen to us."
Me: "The king hasn't been listening to a word you have said and he doesn't seem interested in listening to you. He continues to talk over you when you try to speak."

Again, there's enough there to give a response, even if it's not the one the players are looking for.
 

Charlaquin

Goblin Queen (She/Her/Hers)
again just look at what you said 'some people are a little hesitant' but they 'warm up'

now I don't know you, or how many con games store games you have run (I have run a lot... and may be roped into a virtual school game for my niece soon ) I don't even know how many new players you have had over the years. I don't really NEED to know either. I just want you to think not just about you, but other DMs like you... ones that have 'a little hesitant at first' players and think about how possible and probable it is that they have driven some players from the hobby.
Ok? That is unfortunate but entirely beyond my control.
 

So, this is a key difference between our approaches. You have a story to which things may or may not be important. I don’t; the story emerges only in retrospect as we play.
again you mischaracterize it... WE BOTH HAVE STORIES EMERGE FROM PLAY IN RETROSPECT... that is why if the players don't care about a detail it isn't important... cause the ending story didn't have that detail.

'why didn't harry or Herminie get a gun, they were muggle born they had to know about them?"
"Because that wasn't the story"
now in MY games if Harry and/or Herminie try to get a gun it BECOMES part of the story and if they don't then it DIDN'T become part of the story...

do you understand yet?

If my players describe "I remind the king of his grandfathers' heroism and bravery" that just became an important part of the story... in a novel that scene is played out on page XX in Chapter X
If my players just roll persuasion, then the book jumps from chapter X-1 where they enter the kings chamber to ask for help to Chapter X where they and the king are suiting up for battle... it is then up to the reader to infer that they succussed.
Nobody at the table, not even I, know(s) whether or not something is important to the story before it has even happened, because we are still in the middle of creating the story.
again... stop assuming things... this is true at our games, and just because someone wants to roll a skill and doesn't give a good way it should work doesn't change that.

imagine if I said the same about YOUR games... "Oh at our tables story matters" implying that it doesn't at your game.
Interesting distinction. I would say for me the focus is on does the character convince the king, not can the character convince the king.
I agree... and if they make a good skill check (or maybe just have a good skill no role needed) they DO convince him... or maybe they don't... maybe no matter what they say, what they roll, what skill they call this king is not helping... or maybe they just need to give him a nudge (with Rp detail or not)
Because, yes, theoretically it’s always possible to convince the king,
no... it 100% is not always possible.
the elven king who hates halfbreeds and orcs will never listen to the best laid argument of the half orc with a -1 total mod to social skills... never, no chance. it just is not always possible. Now if the best most convincing player is playing that half orc and he perfectly blends RP and leverages knowladge of the kings goals and flaws and bonds... still a fail.

if on the other hand they send the shy player with the 20 cha elven warlock with prof in all social skills in and that player says "I have no idea what to say but I am asking him to come help us" that now has a chance... even without a how... heck since he is so social in game and the right race for the bigot king I may not even ask him to roll...

with the right line of argument. But does the character convince him? I can’t know without knowing what their line of argument is. I could make something up, but I see that as the player’s place, not the DM’s
what the line of argument is doesn't matter... it's 'yadaa yadda yadda... skip' to us
 

Maxperson

Morkus from Orkus
See, even if the player was that specific, it would require a roll from me because the consequence of failure (not finding what was hidden).
By RAW consequences are not the only, or even the most important criteria for a roll, though. The outcome being in doubt is the first thing to look at. If someone takes an action that removes doubt of the outcome, consequences don't matter as far as a roll is concerned. It auto succeeds or auto fails, however the lack of doubt is manifesting. Then the consequences happen, meaningful or not. If the outcome is in doubt, THEN we look at the consequences to see if they have meaning. If no, no roll. If yes, roll.
 


Remove ads

Top