So either you trust your players or you don't. We agree on that. The point was raised that one of the reasons to have goal and approach is because it will remove opportunity from the players. If I trust my players, I don't need to remove opportunity. Therefore for me there is no reason to put a check in the "reasons to use" column.
Right, so "It isn't necessary for me because I trust my players not to metagame." That makes that particular advantage of the technique not applicable to you - it's not applicable to me either, since I don't care about metagaming anyway. However, that alone isn't a reason
not to use the technique. There are presumably reasons you prefer what you do - either advantages of your technique, disadvantages of mine, or both. That's what I was asking about your perspective on.
I've given my reasons upthread on why I don't like it, the only thing you seem bothered by is the trust issue.
Maybe I missed it, but I don't recall you giving such reasons. But it looks like you're going on to list them again, so thanks for repeating yourself for my benefit
Having to describe how I check for traps would be annoying and frustrating to me. If I, or a player, wants to add some fluff that's fine. Change the outcome? Heck no. I would no more want to have to describe how I check for traps than I would give the actual incantation for casting Bless. In your example? Only getting a check because the described something successfully and then succeeding in disarming without a roll? Big Bozo no-no from me.
That makes sense. Much as being told by the DM what my character does is a "Big Bozo no-no" from me.
Because as a DM I have tells. Someone who has known me and played with me will know my style.
I'm not sure what tells you mean. Tells for what? I'm not like... trying to bluff my players...
If Jo is playing a rogue, it should not matter if they are capable of coming up with a good description.
The quality of the description is not the relevant point for me. An action that couldn't succeed in its goal will still fail even if described flawlessly. An action that couldn't fail to achieve its goal will still succeed even if described terribly. An action that could succeed or fail and has meaningful consequences will require a roll regardless of the quality of the description.
The PC doing the action matters at the level of in-world resolution of uncertain actions, not the player.
Right, but first we have to determine whether or not the outcome of the action is uncertain. That requires either knowing what the character is doing in the fiction, or abstracting that fictional action. For me, leaving it abstract isn't an option, and neither is establishing for the playe what their character does. So, for me, the only option is to ask the player to do the describing.
I think this whole "getting or automatically passing a check because of player skill instead of PC skill" is likely one of the biggest gulfs between our styles.
Probably.
I'm not sure I would want to play in a game where this happens, the player is playing "Persuade the DM" not playing D&D.
Not at all. It's not about persuading me, it's about using the tools at your disposal to come up with a plan of action that would be likely to result in achieving your goals. That, to me, is what playing D&D is
all about
I first had people suggest things like this in 1E, I had the same answer back then. I don't let the fighter automatically hit because they can explain how they're swinging a sword, player can give an eloquent speech that brings tears to the eyes of everyone there and it's still going to be a persuasion roll.The DC might be modified by the content of their speech, but not by their thespian skills.
Agreed. Though, I'd probably word it as "I set the DC based on how well their approach aligns with the NPCs' goals and personality traits" rather than "the DC might be modified by the content of their speech."
NOTE: there is a big difference between climbing in a window thus avoiding the trapped door and describing how you're disabling the trap on the door. The former is bypassing an obstacle, the latter is IMHO playing "convince the DM".
Different strokes and all.
Again, the point isn't to convince me, it's to come up with a strategy that minimizes or eliminates the risk of failure.