I like this approach, and use something like it, too. It might also affect what the check can achieve.On a related note, I do want PC choices to matter so there will be times when I ask for a skill check. If you make a convincing argument I'll take it into account for that persuasion check and adjust the DC or give advantage.
Both subject and style are quite different from my approach: no bad thing!I generally run modules heavily modified for my homebrew mashup setting, my own tastes, and the players' inputs.
I like having events and situations already set up for engaging players. My preferred style is to go from that base and be improv flexible as the players take things in different directions or to extrapolate and integrate things I think would be fun.
I like having a theme to work off of such as the Freeport Trilogy's Pirate City with hidden Dark Cults, the Reign of Winter Adventure Path's Dark Winter Fey and folklore, the Carrion Crown's Gothic Horror Adventure Path, and my Current Iron Gods AP which is a you got your post apocalypse and sci-fi peanut butter in my chocolate D&D.
I like integrating player themes and stories in my games so my Iron Gods game now also has Werewolf the Apocalypse and Wile E. Coyote themes running through it thanks to the PC character concepts.
I generally shoot for a PG-13 feel of pulpy heroism, so Army of Darkness or Indiana Jones type tone.
I enjoy more immersive first person play so a bunch of in person talking and descriptions of environments from my end and character actions from the players end with quick generally narrative adjudications on my part based on reasonableness and desired pulpy heroic tone or a quick die roll. When I extrapolate narratives I go with the players' character concepts over mechanics of their character sheets.
I place a strong emphasis on the player's self conception of their characters and how they actually play those characters at the table, I consider those much more important than stats on the sheet for narrative roleplaying. I have no problem using stats as just handling mechanics and not significantly impacting narrative roleplaying (so a high strength/con/wisdom build fighter can be roleplayed as a smart persuasive Hannibal style leader and tactician). I think an appropriate background is sufficient mechanical match so a Robert Downey Jr. Sherlock Holmes concept works fine as a non-int build bare-knuckle boxing monk with a made up investigator background and RDJ style roleplay.
This is similar however. I try to show that the game isn't about straightforward winning and losing: players can take risks on following their portrayal even when that is inconvenient. I also have the world respond to their portrayal... not overlook it.I don't care for policing players' characterizations of their own characters. I try to keep descriptions to sensory stuff and not tell PCs how they feel about stuff.
Also, the DM knows things the PCs don't, like how many HP the monster has. So a 8hp attack on a monster with 10 hp is going to narratively be different than if the monster has 100hp. The PCs would have no way of knowing, so the DM does the narration. For killing blows, the PC can do it (like Mercer does)Sure. If the player chooses to not describe their declared action, the DM does. Then again, I usually ask the players to describe their action to some degree to give me as DM a framework for the scope of success - esp. for broad nebulous actions (like "I search the room").
So like:
Player: I search the room.
DM: How?
Player: I start in the right corner of the room where the small desk is and [says what she's doing]
DM: Are you using a skill?
Player: Can I apply Investigation or Perception skill?
DM: Whichever you prefer.
OR
Player: I search the room.
DM: How?
Player: I don't know. I just search.
DM: Okay, you start in the right corner of the room where the small desk is (give me a perception check)
Mostly I like it because it establishes where PCs are and the order they're doing things, for if and when things go sideways AND makes the players think about which skills to make use of and how.
But I know I have an old school approach to this kind of stuff and many people just roll and either succeed or fail based on the roll alone.
Not in 5e. The player describes what the PC thinks, does, and tries to do.Sure. If the player chooses to not describe their declared action, the DM does.
100% - the player should be prompted to be reasonably specific so the DM can properly adjudicate. Avoids the "Hey, I didn't say I touched the chest (which I now know is a mimic)" awkwardness at the table.Then again, I usually ask the players to describe their action to some degree to give me as DM a framework for the scope of success - esp. for broad nebulous actions (like "I search the room").
The key distinction here being that the DM is describing the impact - and hence the result - of the attack, not the attack action itself. The player can add any descriptive flourish they like to the action regardless of the HP of the enemy. As a 5e DM, I'm not embellishing upon a player's declared action as that's not my role.Also, the DM knows things the PCs don't, like how many HP the monster has. So a 8hp attack on a monster with 10 hp is going to narratively be different than if the monster has 100hp. The PCs would have no way of knowing, so the DM does the narration.
Yeah, I like letting players describe the killing blows in combat - especially the blow that ends a combat.For killing blows, the PC can do it (like Mercer does)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.