D&D 5E (2014) Consequences of Failure

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Notice the quote that started this whole tangent included a useful heuristic for better DMing. But just because you can apply a heuristic doesn't mean DMing isn't an ART.

And obviously it also shows I wasn't trying to obfuscate the existence of useful heuristics or techniques as I myself provided one.

Yea, things like that happen far to often. It's because DMing is an ART. It's about applying the right technique at the right time. Better DM's are better because they have mastered that ART.

If it's something the PC's must find then don't have them check to find it, or if you do make failure be a success with a setback.

Yes, I mentioned you can make this argument for just about anything (and there's artistry in driving). Hence, making the argument obfuscates that there are useful heuristics and techniques, and ways to practice and self-critique that lead to better games in a number of different styles. It's just not at all a helpful thing to say when talking about how to DM.
 

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Is "ART" an acronym that I'm missing? Why is everybody capitalizing it?

(And, FWIW, I think the part in bold is a good heuristic.)
 


No, that's not really the issue to be honest. Like I said, I find that, in the skill system specifically, if you remove the dice element and simply go with player/DM narration, then the game, for me (and, yes, I'm meaning that this is for me and not a broader judgement in other people's games, specifically for me :D ) the game becomes ... I'm struggling to find the right word here. "Predictable" is not the right word, but, it's the closest I can come to. As a DM, if I'm narrating instead of relying on the dice, then the story becomes my story. I'm telling the players what happens. There's no surprise for me. I find that the randomization of the dice adds in that element of the unknown. "What happened?" "Well, let's roll the dice and use that to guide the answer." becomes my default approach.
That’s fair, lots of people feel similarly. Others, such as myself, find it intensely dissatisfying when the default approach to resolving actions is to turn to the dice. You shied away from using the word “predictable,” but I think predictably does play a big role in shaping people’s preferences on this matter. You don’t like it when the DM only uses dice when necessary to resolve uncertainty because you want to be surprised more than that technique allows for. I don’t like it when the DM uses the dice by default, because it makes it impossible for me to predict the likely outcomes of my actions, which makes it feel like my decisions don’t really matter. Both preferences are valid.

Now, thinking about it a bit more, I wasn't trying to prove people wrong with my little epiphany back there, but, I worded it entirely wrong. So, let me try again.

The base definition we're working from is that all skill checks must have a fail condition or we don't bother making the check, right? Is that a fair way of phrasing it? But, my issue is, not all checks need a fail condition.
You assert this, but fail to demonstrate it.

Like I said, any contest, which is a skill check, does not have a fail condition, only a win condition. You don't stop hiding because someone spotted you, you don't stop arm wrestling because someone is stronger than you and so on.
You don’t need to stop hiding to fail an action involving stealth. If another creature sees you, you have failed to achieve your goal of moving past them unseen. You don’t need to stop arm wrestling to fail an arm wrestling contest. If your opponent wins, you have failed to beat them.

Which is why some of these examples become somewhat problematic. If there is no fail condition, then relying on a definition which requires fail conditions becomes a problem.
These examples are not problematic for me.

I frankly don't see why the forgery example isn't a contest between someone's Forgery Kit Proficiency check and another character's Insight check. There is no fail condition there. You ALWAYS create a forgery. You succeeded. You made a forgery. The quality of that forgery isn't actually set in stone either. Just because you rolled poorly doesn't make it a bad forgery. After all, the other character could roll poorly as well, meaning that the forgery passed inspection.

All that means is that the forgery was good enough at this point in time. It doesn't actually tell us anything about the quality of the forgery. Just that the forgery was good enough to fool that character at that point in time. The forgery doesn't change if a second character looks at it and rolls higher and sees the forgery.
All of this to me sounds like a strong argument in favor of making the Forgery Tools check at the time that it is inspected, rather than at the time that it is made, which is pretty much how I would handle it ...although I might consider just having the person doing the inspecting roll against the forger’s passive Dexterity (Forgery Tools), I’m not 100% sure. Forgeries actually aren’t a thing that come up often in my games.

Just like if two characters are observing a character using Stealth. If one character fails, and the other succeeds at their Perception check, does that mean that the Stealthing character failed or succeeded on their check? Well, the question is really nonsensical. You cannot fail a Stealth check. Your Stealth check is always a contest between your Stealth check and the other characters' Perception check(s).
You certainly failed to get past one of those characters unnoticed, which depending on your goal is most likely a failure overall.

Anyway, all this is rather rambling. But, my basic point is, there are multiple tools in the DM's belt for adjudicating skill checks. There is not a one size fits all interpretation. "Checks require fail conditions" (or however you want to phrase it) is not always accurate. There are a number of checks that have no fail condition at all (opposed checks) and a number of checks where failure really doesn't have a "setback" condition (Intelligence checks to recall knowledge for example) but probably shouldn't allow for rerolls unless the in game fictional situation changes (the party finds new information, for example, resulting in addition Intelligence checks).

Use the one that best fits the situation that you are in. Dogmatic adherence to any one method will result in problems.
Again, you have failed to demonstrate your assertion that opposed checks don’t have fail conditions. As for knowledge checks, there are a lot of different ways different people handle them, some of which are in line with the goal and approach style and some of which are not.
 

I'd argue potato potahto. :D
I’d argue that you not recogning the difference is a major barrier to you understanding “goal and approach.”

Did I fail to impress the crown with my arm wrestling? Or did the other character succeed in his or her goal? Or both?
Both, that’s the nature of a contest. One side succeeds, and the other side necessarily fails.

Did I fail to sneak past the guard or did the guard spot me? But, the guard didn't have a goal to spot me. I suppose his goal was just to spot anything, so, he succeeded.
Again, both. You failed to sneak past him, he succeeded in finding the source of the noise he heard or whatever.

But, again, what if there are two guards, one spots me and the other doesn't. Did I succeed or fail?
Depends on your goal I guess, but you probably failed.

It's easier to see some checks as discrete events. It makes it much simpler to adjudicate.
I don’t think it’s really any harder to think in terms of “what are you trying to accomplish and how?” once you get used to it.

I mean, you had to change the example to make the arm wrestling example work. ((Which is often why these examples become so problematic)) What if I wanted to win the arm wrestle? My goal is to win that arm wrestling contest? Maybe there is prize money involved or some sort of wager.
Then your goal is to win the prize money or the wager. I already covered that in my previous post addressing this example, which you ignored.

I'm not there to impress the crowd, or anything else. I'm there, specifically to win that contest.
But there must be a reason you want to win the contest, even if it’s just for your own sense of pride and accomplishment. Whatever it is you want out of the contest, that’s your goal.

Also, you didn’t really leave me much choice but to change your example, since your example didn’t have a goal and an approach. If you don’t want me filling those blanks in for you, you need to fill them in yourself. If the folks on my side of this argument are guilty of dodging examples, the folks on your side are equally guilty of refusing to present examples with a goal and approach framework.

Now, I totally agree that sometimes the goal:approach methods works great. I can totally see that. My point here is that it's simply one approach among many and it has its flaws. In a situation where partial success is an option, or in a situation where there really isn't a fail state, or in a situation where failure doesn't really carry any additional weight other than just you made no progress, Goal and Approach can become problematic.
I haven’t encountered such problematic situations. If you have, then by all means, use the techniques that work better for you, but I object to your assertion that these problems will inevitably arise when one applied this technique consistently throughout the game.
 

Oh, wait, I think I understand. Do you mean that I failed to explain how goal & approach could be used to adjudicate the arm wrestling match in a way that fits with your playstyle?
I believe he means that you addressed the situation where impressing onlookers is the goal and arm wrestling is the approach, but did not address the situation where winning the arm wrestling match is the goal in and of itself (Though I would argue that in that case, the satisfaction of winning is actually the goal, to which the approach is still to participate in an arm wrestling match).

EDIT: Oh, does he have me on Ignore? That would explain why he’s trying to counter your rendering of my arguments with points I had already addressed, while not responding to my own comments on the matter.
 
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Yeah, thinking about it, I see your point. The goal is to sneak past the guards, so, failing any one of the checks is a fail of the goal. The check and the goal are separate elements - the check simply answers the "how" of "How did you get past the guards".

I'm not sure I agree that all skill checks work like this though. Knowledge checks are pretty much indivisible from the goal - I'm trying to remember some piece of information, roll the check. There really isn't too much in the way of separation there.

And, really, skill contests are somewhat separate here since there are multiple goals in play. The guards want to spot stuff. The character wants to sneak through. Whose goals are more important? After all, if I narrate a specific plan, the DM may allow me to bypass the guards without a roll. Can the NPC's also do the same thing? Seems a pretty strong advantage to PC's if not.

OH, and no, I don't have anyone on ignore. :D

But, yeah, I'm thinking that there's some serious hair splitting going on here. How about this example:

I'm trying to hold a door shut from the zombies on the other side. Bog standard contest right? They win, the door opens, I win, the door stays shut. But, again, I don't stop holding the door if I fail the check. I'm still holding the door. I haven't failed the check at all. But, because you have separated the check from the actual actions in the game, now you have added a fail condition to skill contests - I have failed my goal.

The issue with this is, it forces all checks to be black and white. Say I'm climbing a 50 foot wall. Now, with standard movement, it would take 4 checks to climb that wall (climb checks are half speed). To succeed in my goal (get to the top), I need to succeed 4 checks. Fair enough. But, my second best result is 4 straight failures. If I make the first three checks and fail the fourth and fall, then I take the most damage. The stakes rise with every check. But, the previous successes don't actually increase my chances of a subsequent success. So, my best "fail" is to fail 4 straight rolls. There is no "partial success" in the Goal and Method approach. Since any roll MUST have a fail condition.

Which makes it a great too in some cases, but, a rather poor one in others. Maybe in my "hold the zombie door", failing by less than 5 only lets one zombie past. When you remove the "fail condition" to the die rolls and allow for partial successes, you gain a lot more flexibility.
 


Yeah, thinking about it, I see your point. The goal is to sneak past the guards, so, failing any one of the checks is a fail of the goal. The check and the goal are separate elements - the check simply answers the "how" of "How did you get past the guards".
Well, I would say the approach answers “how did you (attempt to) get past the guards,” and the check answers the question “did it work?” But yeah, within this framework you have to think of the action as a separate thing from the skill check. In some other frameworks, “action” and “check” are pretty much interchangeable, but in this one they are two separate things; the PCs take actions and checks are used to determine the efficacy of those actions.

I'm not sure I agree that all skill checks work like this though. Knowledge checks are pretty much indivisible from the goal - I'm trying to remember some piece of information, roll the check. There really isn't too much in the way of separation there.
I don’t think it would be right to say that all checks work that way either. There are plenty of DMs who use other frameworks for action resolution and their games function fine, so clearly not all actions have to work that way. But all actions can work that way, if you want them to, and I find there to be a lot of advantages to using that framework consistently throughout the game.

Knowledge checks, or as I prefer to say, lore recall, is one type of action that can be a little awkward to fit within the goal/approach framework. Iserith does it by asking that players render their requests to recall lore in the form of an action with a goal and an approach, e.g. “I think back to my studies in the monastery to try to remember any relevant details about this creature.” Personally, I find that unwieldy, and what I do is I make lore recall pretty much automatic. I’ll give you additional details about creatures and the environment based on your background and Proficiencies, and if you want to learn more you have to do so through interaction, by observing, experimenting, studying, etc. I’m sure there are other ways people handle lore recall in their games, including good ol’
“Can I make an Arcana check to see if I know anything about these runes?” method.

And, really, skill contests are somewhat separate here since there are multiple goals in play. The guards want to spot stuff. The character wants to sneak through. Whose goals are more important? After all, if I narrate a specific plan, the DM may allow me to bypass the guards without a roll. Can the NPC's also do the same thing? Seems a pretty strong advantage to PC's if not.
I just see contests as resolving situations where two or more characters are acting with opposed and mutually exclusive goals. One side will succeed in their goal, and the other will necessarily fail. Which one succeeds is determined by who gets the higher result on their check. As for NPCs succeeding without checks... I suppose, in theory. Personally, I don’t always resolve NPC actions the same way as I would PC actions. But they do often succeed without having to make checks, so I guess yeah.

OH, and no, I don't have anyone on ignore. :D
Oh, good, I’m glad :)

But, yeah, I'm thinking that there's some serious hair splitting going on here. How about this example:

I'm trying to hold a door shut from the zombies on the other side. Bog standard contest right? They win, the door opens, I win, the door stays shut. But, again, I don't stop holding the door if I fail the check. I'm still holding the door. I haven't failed the check at all. But, because you have separated the check from the actual actions in the game, now you have added a fail condition to skill contests - I have failed my goal.
I’m not sure I understand what you’re envisioning in the fiction here. How did the zombies get the door open with you still holding it?

The issue with this is, it forces all checks to be black and white. Say I'm climbing a 50 foot wall. Now, with standard movement, it would take 4 checks to climb that wall (climb checks are half speed). To succeed in my goal (get to the top), I need to succeed 4 checks. Fair enough. But, my second best result is 4 straight failures. If I make the first three checks and fail the fourth and fall, then I take the most damage. The stakes rise with every check. But, the previous successes don't actually increase my chances of a subsequent success. So, my best "fail" is to fail 4 straight rolls. There is no "partial success" in the Goal and Method approach. Since any roll MUST have a fail condition.
Well, first of all, climbing doesn’t normally require a check by 5e RAW. You can just climb at half your speed, unless there are exceptional circumstances preventing you from doing so. But for the sake of this example, let’s assume such circumstances are present. Maybe the wall is too sheer and featureless to climb normally. So under this framework, to accomplish the goal is scaling this wall, the PC needs an approach that has a reasonable chance of succeeding that goal. Maybe they have climbing spikes that they plan to use to make their own hand and foot holds. I would rule that an action like that would succeed in the goal automatically. You can climb the wall at half speed. Now, if the approach also has a chance of failure... maybe the climbing spikes were salvaged from a corpse and are old and liable to break under the PC’s weight. In that case, we have a possibility of success, a possibility of failure, and a consequence for failure (specifically, falling). So in that case, I would call for a Strength check to resolve the uncertainty, and the player could suggest an applicable Proficiency, such as Athletics or climbing kit. I would not call for four checks, though. I’d just call for one. On a success, you can get to the top safely, climbing at half speed. On a failure, you will fall before you reach the top and take 2d6 damage from the fall (I went with 2d6 because I’m leaving the specific height from which the PC would fall abstract, and that’s the damage you’d take for a 25 foot fall, which is the midway point on this climb).

Side note, it’s interesting to me that you suggest calling for four checks here, when earlier you were very concerned with insuring that the potential reward outweighed the potential consequences, factoring in the chances of failure. If it requires four successful checks in a row to get to the top of this wall, your chances of success are going to be pretty low even if you have a solid bonus to the check, so I would think you would want what ever is at the top to be a significant reward to make this proposition worth the risk.

Which makes it a great too in some cases, but, a rather poor one in others. Maybe in my "hold the zombie door", failing by less than 5 only lets one zombie past. When you remove the "fail condition" to the die rolls and allow for partial successes, you gain a lot more flexibility.
I find the binary nature of checks in this framework very flexible, myself. But lots of people like having degrees of success on a single roll. Personal preference, I suppose.
 

Well, I would say the approach answers “how did you (attempt to) get past the guards,” and the check answers the question “did it work?” But yeah, within this framework you have to think of the action as a separate thing from the skill check. In some other frameworks, “action” and “check” are pretty much interchangeable, but in this one they are two separate things; the PCs take actions and checks are used to determine the efficacy of those actions.


I don’t think it would be right to say that all checks work that way either. There are plenty of DMs who use other frameworks for action resolution and their games function fine, so clearly not all actions have to work that way. But all actions can work that way, if you want them to, and I find there to be a lot of advantages to using that framework consistently throughout the game.

Knowledge checks, or as I prefer to say, lore recall, is one type of action that can be a little awkward to fit within the goal/approach framework. Iserith does it by asking that players render their requests to recall lore in the form of an action with a goal and an approach, e.g. “I think back to my studies in the monastery to try to remember any relevant details about this creature.” Personally, I find that unwieldy, and what I do is I make lore recall pretty much automatic. I’ll give you additional details about creatures and the environment based on your background and Proficiencies, and if you want to learn more you have to do so through interaction, by observing, experimenting, studying, etc. I’m sure there are other ways people handle lore recall in their games, including good ol’
“Can I make an Arcana check to see if I know anything about these runes?” method.

I think sometimes it's not a question of what the PC remembers per se about any specific thing. It can be just as much, have they ever encountered this information, studied it in detail or taken an interest in it. Ask any random paleontologist and most will have areas of expertise. A paleontologist may be able to tell you all about sauropods in the Jurassic period but only have passing knowledge of marine life in the Mesozoic.

I also like to give people a reason to put limited resources into things like history and I want to reward it. If I just hand out all the information all the time (I do sometimes or if someone has previously established knowledge) then why even have skills?

I’m not sure I understand what you’re envisioning in the fiction here. How did the zombies get the door open with you still holding it?

I think this represents a good example of how different people approach the role of dice differently.

Some people would say that is a contest of some kind, the character trying to hold the door shut while the zombies try to push it open. What's the result? Well, I'm not sure. Depends on the strength of the PC, how good his footing is, is the floor slippery did he get to it moments before they had started opening, how strong is the door? Multiple uncertainties, who knows how this will end? Dice to the rescue!

I do rely on the dice quite a bit, but the players can increase their odds of success. For example if they had propped the door with a loose board (that may or may not have been part of my narrative) they may get advantage or lower the DC.

You happen to be on the other side. If the dice don't decide, who does? The player? Okay. I don't want my PC to be eaten by zombies, I win! Yay! DM? Where's the player agency? I'm not saying it's wrong, just not sure how it would be applied to this situation.
 

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