EDIT:
I know this OP is a little hard to parse. Truth be told I have been stuck home with covid and I don't think my brain was quite translating what I getting at correctly.
I think my actual question, now that I try and parse the mess I wrote, was more along the lines of: how do you use savings throw results to define the fiction and present the new game state. The reason i was focusing on saving throws is because they are a little different than skill checks or attack rolls. First, they are reactive. Second, they usually end up (at least partially) negating the impact of a thing happening in the fiction.
------OP follows
This is spinning out of the gloves thread.
When you are playing and/or running the game, do you use saving throws to change the fiction? That is to say, does the result of the saving throw retcon the outcome of a thing?
Note by the way that I AM NOT asking you what the rules say or what the right way to do it is, or asking for advice. I am asking YOU, at your table, how do you do it.
As a way to explain what i mean, here's an example:
A player character is moving down a hallway and fails to perceive a pit trap that suddenly opens up beneath their feet. As GM, you call for a Dex/Reflex/Wands saving throw. The PC succeeds and you say: just before you step on the tile you see a hint of a wide crack, darkness, below and as it gives way you are able to throw yourself backward to avoid falling in.
That seems like a simple example, and it is, but it still changes the fiction based on the result of the roll. Prior to the result of the roll, the PC had failed their check.
As an alternative, imagine the PC is banging there 10 foot pole on the ground in front of them and this is supposed to grant them advantage on the perception roll (or passive perception check, or whatever the mechanism is). They still fail to perceive it but succeed at their saving throw. "The floor suddenly gives way where you thought it was solid, but you are able to wedge your pole between the walls and keep from tumbling into the pit." That wedged pole is a new state that has no origin in the saving throw mechanism, but makes sense in the context of the fiction of what was happening right before the save was called for.
A more common but less interesting version of this is when the GM tells you what your horrible fate is, and then lets you make a save. "The dragons breathes on you, melting your bones to slag! Make a saving throw." I see it all the time, and in some cases it is more complex and requires back tracking to make sense of a successful save.
I guess what I am asking is, when you run D&D, do you a) treat saving throws as a retconning of the fiction that has been narrated, or b) do you (at least endeavor to) stop the narration at the point of calling for the saving throw.
Now that I have written this all out, I try to do b most of the times but it isn't uncommon for me to get over excited and say to much, then have to backpedal a little. At the same time, I do like to use the results of rolls to modify the game state in ways that aren't inherent in the mechanism itself (the wedged pole above) because I think it makes the process of saving throws (and skill checks etc) more interesting than the generally binary nature of them.
I know this OP is a little hard to parse. Truth be told I have been stuck home with covid and I don't think my brain was quite translating what I getting at correctly.
I think my actual question, now that I try and parse the mess I wrote, was more along the lines of: how do you use savings throw results to define the fiction and present the new game state. The reason i was focusing on saving throws is because they are a little different than skill checks or attack rolls. First, they are reactive. Second, they usually end up (at least partially) negating the impact of a thing happening in the fiction.
------OP follows
This is spinning out of the gloves thread.
When you are playing and/or running the game, do you use saving throws to change the fiction? That is to say, does the result of the saving throw retcon the outcome of a thing?
Note by the way that I AM NOT asking you what the rules say or what the right way to do it is, or asking for advice. I am asking YOU, at your table, how do you do it.
As a way to explain what i mean, here's an example:
A player character is moving down a hallway and fails to perceive a pit trap that suddenly opens up beneath their feet. As GM, you call for a Dex/Reflex/Wands saving throw. The PC succeeds and you say: just before you step on the tile you see a hint of a wide crack, darkness, below and as it gives way you are able to throw yourself backward to avoid falling in.
That seems like a simple example, and it is, but it still changes the fiction based on the result of the roll. Prior to the result of the roll, the PC had failed their check.
As an alternative, imagine the PC is banging there 10 foot pole on the ground in front of them and this is supposed to grant them advantage on the perception roll (or passive perception check, or whatever the mechanism is). They still fail to perceive it but succeed at their saving throw. "The floor suddenly gives way where you thought it was solid, but you are able to wedge your pole between the walls and keep from tumbling into the pit." That wedged pole is a new state that has no origin in the saving throw mechanism, but makes sense in the context of the fiction of what was happening right before the save was called for.
A more common but less interesting version of this is when the GM tells you what your horrible fate is, and then lets you make a save. "The dragons breathes on you, melting your bones to slag! Make a saving throw." I see it all the time, and in some cases it is more complex and requires back tracking to make sense of a successful save.
I guess what I am asking is, when you run D&D, do you a) treat saving throws as a retconning of the fiction that has been narrated, or b) do you (at least endeavor to) stop the narration at the point of calling for the saving throw.
Now that I have written this all out, I try to do b most of the times but it isn't uncommon for me to get over excited and say to much, then have to backpedal a little. At the same time, I do like to use the results of rolls to modify the game state in ways that aren't inherent in the mechanism itself (the wedged pole above) because I think it makes the process of saving throws (and skill checks etc) more interesting than the generally binary nature of them.
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