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<blockquote data-quote="Composer99" data-source="post: 9060437" data-attributes="member: 7030042"><p>As a bit of preamble, I think it's purist nonsense to use pejorative language like "button-mashing" when referring to engaging with mechanics and all that. After all, <em>the whole point of playing a <strong>game</strong> is to have mechanics</em>; otherwise we're just playing make-believe where one of the people playing gets to decide almost everything that happens, and where's the fun in that?</p><p></p><p>That being said, from the perspective of DM, it's easier for me to adjudicate player activity during gameplay when they refer to the fictional state and also describe their goal, approach, and (if it's necessary) their motive within the fiction - that is, <em>what</em> they're doing, <em>how </em>they're doing it, and sometimes, <em>why</em> they're doing it (if that's important for adjudication). <em>Only </em>referring to mechanics is less helpful - indeed, I might not be able to adjudicate the activity at all!</p><p></p><p>With that information in hand, it's much easier to know if a player needs to roll a check for their character or not, as well as what sort of check to roll. Even when it's (probably) obvious what check is called for in a situation, I'd rather players wait before I call for a check to roll, since their description of their approach (in particular) might very well lend itself to granting automatic success.</p><p></p><p>For instance, suppose a player in my game is exploring a room in a castle. In the room are various furnishings, including a big wooden desk. Let's say that hidden in the desk is a key, tucked away in a drawer and affixed to the underside of the desktop by, I don't know, some kind of wax, let's say. The key isn't "mission-critical" for exploring the castle or completing any quests therein, but does grant access to sweet loot. The key is impossible to find by just relying on passive Perception because it's out of sight.</p><p></p><p>If that player just says they "roll Investigation to search the room" or that they "search the room for hidden things" (both of which are close enough together to make the same judgement call), I'll have them roll an Intelligence (Investigation) check. Maybe they'll find the key, maybe not - that's the risk of hurriedly searching the room. (If the player tells me they'll <em>thoroughly</em> search the room, with all the risks of taking extra time to do so, they'll probably find the key.) But a player who engages with the fictional details is more likely to find the key:</p><ul> <li data-xf-list-type="ul">If the player makes a point of telling me they'll search the desk, that's going to give them advantage on the check.</li> <li data-xf-list-type="ul">If the player makes a point of telling me that they'll open the drawers and sweep their hands along the top of each drawer, they'll find the key with no check required.</li> </ul><p>I don't think that's "looking for the magic words": there's <em>always</em> a chance the character will find the key, regardless of how engaged or not they are with the fictional state, but they improve their chance of doing so if they can either (a) take the time to thoroughly search the room (albeit with the risk of, say, a random encounter with patrolling guards) or (b) make a point of describing what they do in such a way as to eliminate the risk of overlooking the key.</p></blockquote><p></p>
[QUOTE="Composer99, post: 9060437, member: 7030042"] As a bit of preamble, I think it's purist nonsense to use pejorative language like "button-mashing" when referring to engaging with mechanics and all that. After all, [I]the whole point of playing a [B]game[/B] is to have mechanics[/I]; otherwise we're just playing make-believe where one of the people playing gets to decide almost everything that happens, and where's the fun in that? That being said, from the perspective of DM, it's easier for me to adjudicate player activity during gameplay when they refer to the fictional state and also describe their goal, approach, and (if it's necessary) their motive within the fiction - that is, [I]what[/I] they're doing, [I]how [/I]they're doing it, and sometimes, [I]why[/I] they're doing it (if that's important for adjudication). [I]Only [/I]referring to mechanics is less helpful - indeed, I might not be able to adjudicate the activity at all! With that information in hand, it's much easier to know if a player needs to roll a check for their character or not, as well as what sort of check to roll. Even when it's (probably) obvious what check is called for in a situation, I'd rather players wait before I call for a check to roll, since their description of their approach (in particular) might very well lend itself to granting automatic success. For instance, suppose a player in my game is exploring a room in a castle. In the room are various furnishings, including a big wooden desk. Let's say that hidden in the desk is a key, tucked away in a drawer and affixed to the underside of the desktop by, I don't know, some kind of wax, let's say. The key isn't "mission-critical" for exploring the castle or completing any quests therein, but does grant access to sweet loot. The key is impossible to find by just relying on passive Perception because it's out of sight. If that player just says they "roll Investigation to search the room" or that they "search the room for hidden things" (both of which are close enough together to make the same judgement call), I'll have them roll an Intelligence (Investigation) check. Maybe they'll find the key, maybe not - that's the risk of hurriedly searching the room. (If the player tells me they'll [I]thoroughly[/I] search the room, with all the risks of taking extra time to do so, they'll probably find the key.) But a player who engages with the fictional details is more likely to find the key: [LIST] [*]If the player makes a point of telling me they'll search the desk, that's going to give them advantage on the check. [*]If the player makes a point of telling me that they'll open the drawers and sweep their hands along the top of each drawer, they'll find the key with no check required. [/LIST] I don't think that's "looking for the magic words": there's [I]always[/I] a chance the character will find the key, regardless of how engaged or not they are with the fictional state, but they improve their chance of doing so if they can either (a) take the time to thoroughly search the room (albeit with the risk of, say, a random encounter with patrolling guards) or (b) make a point of describing what they do in such a way as to eliminate the risk of overlooking the key. [/QUOTE]
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