Chaosmancer
Legend
Nowhere in that quote does it say the character doesn’t get a save.
Which I literally acknowledge in the post. Thank you for reading it all
Nowhere in that quote does it say the character doesn’t get a save.
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.
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.
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.I am combineing these
why... why do you need to know what it looks like?
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.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?
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.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)
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.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...
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.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.
Alright, you do you.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')
I would run some of that a bit differently.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.
Ok? That is unfortunate but entirely beyond my control.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.
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.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... 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.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.
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)Interesting distinction. I would say for me the focus is on does the character convince the king, not can the character convince the king.
no... it 100% is not always possible.Because, yes, theoretically it’s always possible to convince the king,
what the line of argument is doesn't matter... it's 'yadaa yadda yadda... skip' to uswith 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
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.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).
Seriously funny.Player: "I diplomacy."
Me: "Are you okay?"