D&D 5E Consequences of Failure

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So in the Fifth Edition game I am a player in I play a Mountain Dwarf Ancestral Guardian Barbarian. I have the following combat abilities :

<snip list of abiltiies>

I have no idea how I would even begin to interface with these mechanics in a diegetic manner. Several represent things that my character does involuntarily. Several represent things my character's ancestors do that outside the scope of a mechanics first approach I as a player should have absolutely no say in.
As you present your PC there is no significant difference - in mechanical/structural terms - between that PC and a 3E or 4e one built out of class abilities, feats etc.

An interesting aspect of 4e play was when these sorts of abilities served as resources to provide bonuses to non-combat resolution which is much more "fiction first". Because of the standardised nature of 4e resources suites it is fairly straightforward to establish the appropriate currency relationship (eg spending an encounter power is worth +2 to a check). Do you find that to be a feature of your 5e play?
 

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So in the Fifth Edition game I am a player in I play a Mountain Dwarf Ancestral Guardian Barbarian. I have the following combat abilities :

  • Rage with per day restrictions that I can enter as a bonus action. When I rage I do more damage and have resistance to all physical damage.
  • I can make a reckless attack and get advantage all attacks for 1 round and have all attacks against me be at advantage.
  • The last target I hit on my turn while in rage has disadvantage to attack anyone except me. Even if they do they the target has resistance to the attack's damage. In the fiction this is represented by my ancestors hassling the target.
  • As a reaction whenever one of my allies take damage I can reduce it by 2d6. In the fiction this is represented by my ancestral spirits blocking the attack.
  • Since I have Extra Attack whenever I take the Attack Action I get two attacks. With split movement I can move in between these attacks. I do not have to declare the second attack or my movement until the first is resolved.
I have no idea how I would even begin to interface with these mechanics in a diegetic manner. Several represent things that my character does involuntarily. Several represent things my character's ancestors do that outside the scope of a mechanics first approach I as a player should have absolutely no say in. I also make decisions based on game rationing that make no sense from an in character perspective (rages per day, who to attack last to trigger my ancestors). How do I declare multiple attacks with split movement in a fiction first way?
These are all pretty easy in my opinion.

Rage: “I enter a rage.” That’s literally all you need, raging is already diegetic, the fictional action is in the name. If you want to get a bit more colorful with the description, you could say something like “I allow fury to overtake me,” or reference Viking berserkers and describe biting your shield as you give into your bloodlust or whatever. But that’s all embellishment, “I rage” is already a reasonably specific description of what your character is doing.

Reckless Attack: Same thing. The story is made quite explicit in the name of the feature. “I make a reckless attack against the goblin with my greataxe” is perfectly sufficient. A more descriptively-inclined player might instead say “I throw caution to the wind and put everything I have into my swing as I bring my greataxe down upon the goblin,” but there’s no need to get that prose-y if you don’t want to.

Ancestral Protectors: (upon hitting the target while enraged,) “The spirits of my ancestors surround the goblin.“ If the DM doesn’t know the specific effects of that ability, they can ask.

Spirit Shield: (upon an ally taking damage,) “My ancestral spirits appear around him to block (roll) 7 of the damage!”

Extra Attack: I don’t see what about this one would even be confusing. It’s exactly the same way you describe one attack, you just do it twice.
 



If the adjudication and resolution is determined not by applying a general methodology around calling for checks and establishing consequences, but rather by using "natural language" as a pointer to some mechanically-defined ability, then I don't see that we have anything like goal and approach at work.
 

If the adjudication and resolution is determined not by applying a general methodology around calling for checks and establishing consequences, but rather by using "natural language" as a pointer to some mechanically-defined ability, then I don't see that we have anything like goal and approach at work.
The DM describes the environment. The players describe what they want to do. The DM decides what happens, often relying on the roll of a die to determine the results, then narrates the results of the character’s actions. There are a number of player-facing abilities that give pretty specific instructions as to how to determine the results. For everything else, the DM has to use their best judgment, and making it clear what you are trying to accomplish (your goal) and how (your approach) helps them to fulfill their role to the best of their ability, without overstepping its bounds, such as by describing what your character does, rather than the results of what you said your character does.

That a goal and an approach are not always necessary for an action to be resolved does not mean the action is at odds with the action resolution framework that has been getting referred to as “goal and approach.”
 

Here's the thing: Even if I dress up what I am saying as a player my decisions are informed by a series of discrete mechanical options with discrete action economy costs that have limitations not firmly grounded in the ongoing fiction of the game. My descriptions also have no real weight. However I describe my attacks the resolution is the same. There are defined discrete effects.

In my estimation this is definitely not fiction first. Calling it such pretty much renders its weight as a useful way to talk about what we are actually doing. It pretty much makes all play of roleplaying games fiction first if we just say things fancy.

Fiction first gaming is not about saying things fancy. It is about the actual description of what a character does coming from the player thinking about the fiction, deciding what to do in the fiction, us choosing what mechanics apply, the description having actual weight on the resolution, and the resolution rules directly impacting the fiction. It's not just about how we say things, but also about how we decide what to say.

This is how sneaking past in orc encampment works in Fifth Edition. It's how everything works in Blades in the Dark.

Basically I want to talk about how things are different and analyze differences in technique. Let's try an example using two games with similar fiction. Let's imagine our player characters are trying to make their way past an orc encampment.

In Fifth Edition we pretty much know how this goes. The players describe how they go about sneaking past the encampment. Based on their description and what the DM knows about the fiction (size of the encampment, how ready the orcs are, what time of day) they determine it fails, succeeds, or they call for one or more ability checks. Success means they sneak past the orcs. Failure means they discovered.

In Pathfinder 2nd Edition outside of combat time is usually tracked in 10 minute increments much like B/X exploration turns. Characters choose from a range of mutually exclusive, mechanically discrete, defined exploration activities like Search, Avoid Notice, Investigate, and Follow The Expert. Like any roleplaying game characters can try to do something that is not defined in the rules and the GM adjudicates. In this case the Rogue would most likely be Avoiding Notice while everyone else would most likely be Following The Expert.

Here are their effects:

Avoid Notice (Exploration) said:
You attempt a Stealth check to avoid notice while traveling at half speed. If you have the Swift Sneak feat, you can move at full Speed rather than half, but you still can’t use another exploration activity while you do so. If you have the Legendary Sneak feat, you can move at full Speed and use a second exploration activity. If you’re Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).

Follow The Expert (Exploration) said:
Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like Avoiding Notice). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks. Thanks to your ally’s assistance, you can add your level as a proficiency bonus to the associated skill check, even if you’re untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally’s proficiency (+2 for expert, +3 for master, and +4 for legendary).

How this works in practice is everyone would roll Stealth checks against the Perception DCs (think passive perception) of the orcs to be Unnoticed (they have no idea you are there) by the orcs. Any orc who is Searching would also get to roll a Perception check to notice the PCs if the orc was searching in the right area. If any PC fails then we would go to Initiative and enter Encounter Mode. Everyone would likely get to roll Stealth for Initiative with the result also determining if they were still Unnoticed. They might still be able to get away, but it would take some doing.

Much like combat in 5th Edition players are choosing from a discrete set of mutually exclusive, mechanically defined actions that have discrete effects on the fiction and mechanics of the game. I think it should be obvious that the approach these two games take to sneaking past the orc encampment is demonstrably different. Neither is like better, but the decision making processes and how we go about resolving what happens in the fiction is meaningfully different in the same way that combat and exploration in 5th Edition are meaningfully different.

These distinctions matter to me. Personally for dungeon exploration I prefer a more defined approach that highlights the trade offs the characters are making and the importance of time as a resource. Then again I like B/X exploration turns, reaction rolls, and wandering monster checks.

For other types of play where we are focusing on the here and now instead of potential future dangers I prefer a more fiction first approach.
 
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The DM describes the environment. The players describe what they want to do. The DM decides what happens, often relying on the roll of a die to determine the results, then narrates the results of the character’s actions. There are a number of player-facing abilities that give pretty specific instructions as to how to determine the results. For everything else, the DM has to use their best judgment

<snip>

That a goal and an approach are not always necessary for an action to be resolved does not mean the action is at odds with the action resolution framework that has been getting referred to as “goal and approach.”
I don't really know what you mean by "at odds with" in this context.

But the bit that I have bolded is the contrast that I and @Campbell are referring to. When Campbell declares that his barbarian PC enters a rage, the GM does not have to adjudicate anything. Nor does the GM have to consider whether or not a check is required. It's no different, in this respect, from a 4e "power" or an AD&D spell.

Declaring attacks is a bit different from raging, because of the more intricate action economy considertions. But the basic contrast still holds.

@Campbell, your post provides two contrasting approaches: 5e-style fiction first (4e is also very similar in the skill challenge context, though the consequence side of things is a bit different because of the skill challenge context) and PF-style abilities+action-economy (the paradigm of these in the D&D tradition is spells, but as you note classsic D&D used abilities +action economy in other contexts, like opening doors, searching, etc).

A different approach again is provided by MHRP/Cortex+ Heroic: sneaking past an orc encampment would be an attempt to create an Asset (eg Unobserved) or perhaps a Covert Stunt or even, in the right context, a Covert Resource. Any of these requires a move within the action economy and/or expenditure of metagame currency (not unlike D&D). But the actual descriptors that can be established are open-ended (like fiction first). But the principal function of an Asset, Stunt or Resource is to create a bonus die for future dice pools (a bit like, say, spending an encounter power outside of combat in 4e). Because of the way that resolution works in this system, success doesn't need to be attrition-based and so it can often be rational to spend turns building your pool before then going for the big win.

I provide this example just to reinforce your point that there are differences that matter to the play experience. Cortex+ Heroic produces evocative player-generated descriptors, but the impact of fictional positioning on resolution is modest. D&D-style ability+action-economy gives us (once we're used to the system) a strong feel for the effort the PC is making, but once we've established that the action declaration is valid the resolution can often somewhat bypass fictional positioning, and we may not know much about the fictional details of what's going on (the orc is dead at zero hp, but how? the door has been opened, but is it busted? the trap was disarmed, but what exactly did this involved?). A purely fictional first system makes fictional positioning crucial and tends to yield strong fictionally-grounded outcomes, but it also positions the GM not just as a referee but as an interpreter and expositor of the fiction. Etc.
 

I don't really know what you mean by "at odds with" in this context.

But the bit that I have bolded is the contrast that I and @Campbell are referring to. When Campbell declares that his barbarian PC enters a rage, the GM does not have to adjudicate anything. Nor does the GM have to consider whether or not a check is required. It's no different, in this respect, from a 4e "power" or an AD&D spell.

The player describes what he or she wants to do: "I draw upon my hate for these creatures to fly into a uncontrollable anger. I'm activating barbarian rage." DM, looks for anything complicating that effort finds none, and narrates the result of the adventurer's action: "The orc recognizes this rage and prepares for an onslaught. What else do you do?"
 

Tip for understanding what in my view should be simple: Try to set aside all the Forge jargon and what you know about other games. Pretend you're new to the game and you're just reading the PHB and DMG for the first time. Imagine you're 12 years old if you must, since the game is made for Ages 12+.

"How to Play" and DMG p. 273 are very straightforward: DM describes the environment. The players describe what they want to do. The DM narrates the results of the adventurers' actions, sometimes calling for a roll when those results are uncertain and have a meaningful consequence for failure. This pattern holds regardless of the pillar of play, though in combat people take turns. Sometimes the players are going to describe things that automatically succeed, automatically fail, or need a roll.

This isn't hard. @Bawylie tells me that kids understand this. So can you.
 

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