CleverNickName
Limit Break Dancing
The 5.5e playtest includes just one change I really hate: a 20 automatically succeeds on an ability check, and a 1 automatically fails.
The 5.5e playtest includes just one change I really hate: a 20 automatically succeeds on an ability check, and a 1 automatically fails.
It means I can sluff off deciding if there are any or not, and combine that with the them knowing, and putting it in a roll.
It lets me change the probabilities easier than shaving a coin?
So if the magic 8 ball says “Yes” you will presumably improvise something. Why not just figure out what that something is and decide for yourself whether you like it enough to include it? Why leave that to RNG?
I’m not criticizing your DMing style. I’ve done…and still do…the things you are describing. I’m just wondering why, and if it really makes the game better.
It buys me a few seconds to think?
It gives me a chance of not having to come up with anything?
It means I can never be entirely blamed for always saying yes to one player and no to another, since the dice are partially to blame?
I also don't feel any desire to "blame" things on dice.
Are these things worth the issues introduced by using attribute(skill) checks for character knowledge?
This is wrong. The DMG gives the DM 100% control over what criteria he uses to determine if something is autofailure, and defines such a ruling is making it inappropriate to call for a roll in those situations. The new rule stats very clearly that the DM determines whether a d20 test is warranted in any given circumstance. That combination means that the DM never has to give a roll if the DC is too high for a PCs modifiers. You only get auto success on tests that get a roll.The rule literally makes it impossible for a DM to ask for a check with no chance for both failure and success by the PC.
I don't mind coming up with things on the fly and having most of the world decided by me. But when a player suggests something that affects what is in the world (do I know a _____?), what should determine whether I say yes and no?
Do I always say yes to anything vaguely reasonable?
If I do, does that change how the players interact with the world (do they start coming up with things more that give an advantage because I'll say yes)?
If I tell one player yes and another no, does player two feel bad? Will they at some point?
I guess I'd never thought about character knowledge checks as introducing any issues until I read it on here in the last year or two. And so I'm not sure the things you've brought up are worth changing it...
Yes exactly. I'm saying that by asking for a roll, the rules now enforce that it is possible to both succeed and fail on it. Before it was possible that a DM asked for a roll that did not meet one of those criteria. IF the DM asks for a roll now, it will ALWAYS have a chance for success and failure. The DM can still make that decision on their own before asking for the roll in response to a PCs action declaration.This is wrong. The DMG gives the DM 100% control over what criteria he uses to determine if something is autofailure, and defines such a ruling is making it inappropriate to call for a roll in those situations. The new rule stats very clearly that the DM determines whether a d20 test is warranted in any given circumstance. That combination means that the DM never has to give a roll if the DC is too high for a PCs modifiers. You only get auto success on tests that get a roll.
Every roll has always had a chance of success or failure or you wouldn't have been calling for a roll. You'd have just said "You succeed" or "You fail."Yes exactly. I'm saying that by asking for a roll, the rules now enforce that it is possible to both succeed and fail on it. Before it was possible that a DM asked for a roll that did not meet one of those criteria. IF the DM asks for a roll now, it will ALWAYS have a chance for success and failure. The DM can still make that decision on their own before asking for the roll in response to a PCs action declaration.
Agreed (and also how I run currently). And I love the new option for success/failure where otherwise impossible before.Every roll has always had a chance of success or failure or you wouldn't have been calling for a roll. You'd have just said "You succeed" or "You fail."
What has changed is that now the DM can ask for rolls that would have been beyond the PC's capabilities before, and there is still a chance for success. What would have been an auto failure is something the DM now has the option to auto fail or give that 1 in 20 chance for success.