Seems odd to bring it up as a goal then. If every technique has the same goals... then they are all achieving the same things in the end.
You were the one who brought up the goal of play, in post 240, when you said, “There is a lot to unpack in those decisions though, including the idea that guessing correctly with limited information should be the goal of play.” I was merely informing you that this is not, in fact, the goal of play in my preferred style. Anyway, different methods having the same goals does not mean those methods are equivalent. You are going about trying to achieve the goal in different ways, which will have different consequences.
I don't think they need the "how are you doing so" necessarily.
I mean, that’s nice for you, but I do need it from them.
Those sort of things are nice, but not really necessary. Some of that should be things you already know from the character, unless this is like session 1. And, no, I have not found that players who understand that they just need to give a goal and approach stop just asking for the die roll. Maybe they stop doing it for persuasion, but they might still just say "Stealth" when faced with a situation. Again, there are multiple reasons for them doing it that way, so you'd have to address all of those reasons for it to stop entirely.
That would be why I said
that reason goes away…
To me, if the first thing a player asks after I describe a magical ritual is "can I make an Arcana check"... do I need to ask them what they are doing with the check?
You don’t need to do anything you don’t want to do.
I would as them what they are trying to learn with the check they’re asking to make and how.
I would assume they want information on the thing that just happened, because "to stop this" would be something most people would add. Without adding that, it seems obvious they are asking for information. So I find the first two statements... largely identical. They wouldn't change my response. Now, I might, to either question, say "Sure, are focusing on any element in particular?" Depends on the ritual and what elements I have set up.
Again, that’s all very nice for
you but those aren’t assumptions
I am comfortable making.
I also don't see the difference in your "active" statement. All you have done with that statement is make it more "in character" instead of in the meta-layer, but that isn't really worth anything to my mind. Sure, it is again kind of nice, it gives a nicer flow that my writer brain likes more, but it isn't necessary at all. Nor do I think it is particularly "tricky" it is just a matter of how the player likes to play the game.
Right, which is why I said I prefer, but do not require, that more active phrasing…
Going back up to your first hurdle though, where you say "it doesn't tell me what the player wants to know"... well, they don't know what they want to know either. That's why they are asking a broad question.
Then what they want to know is just more information about the subject, broadly. That’s a perfectly valid thing to ask for, but I do need the player to
tell me so, explicitly.
Picture a movie with an accidental time traveler, they don't ask "what happened over the last six months" or "what happened to the city of Detroit" they ask "what happened?" Because they, unconsciously, are avoiding limiting the answer by going for specifics. Maybe Detroit was lost in a fire... but that doesn't tell you about the sentient slugs from the 5th dimension that are taking over the planet. Which you don't even know to ask about.
If they don’t even know to ask about something, it’s probably not relevant to the challenge at hand. Remember, this is in the context of an adventuring scenario, where there are specific goals and challenges at play.
I'm trying to gain insight into them and their motivations,
Their motivations. Ok, see that’s a goal, that’s something you want to know about, which I could not ascertain from “insight him” alone.
by looking at them and using my skills of insight.
Looking at him. See, that’s an approach. So, your action declaration here is that you are
watching him for signs of his
motivations. The rest is unnecessary details - not unwelcome, but not necessary for my process.
How do I do that? I don't have a single clue.
You do though - you just said it, you’re doing it by looking at him. That’s all I need. You’re getting too bogged down by assuming I’m asking for a whole lot of highly specific detail, but that is an inaccurate assumption.
can make something up about looking for eye dilation or sweat, but largely I don't know how to read people's body language, tone and ect terribly well. I suck at that IRL,so I can't tell you how a person who excels at that would even attempt to do it. And my character likely wouldn't look for just one signifier, they would likely look for all of them, body posture, tone, eye movement, size, dilation, how much they fidget, who they make eye contact with, how long they make eye contact for, and anything else that could offer insight.
Right, which is why that degree of detail is unnecessary.
And the goal, while not always, is usually fairly obvious. If the NPC is offering the players a deal and they've been negotiating and discussing it... well, they want insight into the deal and the NPC's intentions. If they are discussing the kidnapped princess with the shady vizier, they are looking for clues as to his thoughts about the princess most likely. This is one of the reasons these white room scenarios fall apart. Context is there in everything that happened 15 minutes or more before the player asked for the roll. If I just listened to the players out-of-character discuss their suspicions that the princess was kidnapped by an insider who has intents on the throne, then when one of the players turns to me and says "Insight" I don't really need to ask what they are trying to figure out. They never told me directly, but the context makes their intent rather clear.
Perhaps you are comfortable making assumptions like that based on the context alone. I am not.
But your goal is obvious then. If I'm standing in front of a locked door and I say "lockpicks" then I'm not planning on using my skillet to cook a fine roast beef. I'm trying to unlock the door with the tools used to unlock doors. I'm not planning on opening the door by shattering it with a hammer either, because my character is a low-strength rogue with lockpicks, not a barbarian making an inside joke,
Sure, maybe a DM might be confused if there are multiple locked things that the players were just discussing, or if it was early in the game and they didn't realize the Paladin was an Urchin with Theive's Tools proficiency, but none of that means the player's behavior needs correcting either.
I don’t agree that it’s always so obvious. Sometimes it can be, but oftentimes what may seem obvious to one person is not obvious to another. Better, in my view, that we just be explicit about our intentions from the beginning and avoid that confusion. Explicit communication is basically always preferable to relying on inference.
Sure, but my method does the exact same thing. Because I can follow up an "Arcana?" with a response of, "Sure, but if you have a more specific question I might just tell you. You are a master mage after all." And then, often times, they might give me a more specific question as they roll, and there might be information I tell them even if they roll a 5. Because information I was going to give you for free...
Then we’ve just added an unnecessary exchange, potentially hurting the flow and pacing of the game, which could have been avoided by simply being more explicit to begin with.
unless it is a crit fail I'm probably still going to give it to you for free.
Yeah, so this is where the sentiment you initially objected to about “asking for a roll is asking for a chance of failure” comes in. By introducing a die roll, you’ve introduced a 5% possibility of not getting this information the DM would have considered “free” had you asked for the information directly, instead of asking to roll a check to try to get the information on a success.
The roll is just for the EXTRA stuff.
Yeah, I’m not a fan of that. That gets into what I mentioned earlier about hiding the information players need to make good decisions. If there’s extra information to be had, in my view it shouldn’t be gated behind a high roll on a check you had to ask to make. It should either be given freely if it’s necessary information, or revealed as a result of active engagement with the fictional world if it isn’t. Such engagement might or might not have a chance to fail to reveal that information, but that chance of failure shouldn’t be assumed before knowing what said engagement even
is.
And if there was nothing worth rolling for... I'll tell them that too. "No need to roll, you recognize a Planar Gate when you see one." is a perfectly fine response as well.
Sure, but then the request for the roll and the response that the roll was unnecessary is superfluous. Either say the character recognizes it as an arcane gate in the first place, or if you forget to do so, let the player ask “do I know what that is?” instead of “can I make an Arcana check?”
Right, but again, you can't ask what you don't know to ask about. Sometimes the player in question doesn't know how to articulate a question, or they don't have a specific question and they just want a general "what the heck?" roll.
“I just want to know more about [whatever]” is a perfectly valid goal.
I never said it had to work for you.
No,
I said it
doesn’t work for me.0
But the nicest thing you could say about my laxer and more fluid style was "well, I guess the DM can put in less effort and work in their descriptions".
Right, because I don’t particularly like your laxer and more fluid style. For the reasons we’ce been discussing here. If it works for you, fantastic, but I don’t see why I should need to sing the praises of your style when what I’m trying to do is defend my style against people who are calling it childish or mischaracterizing it as being contingent on “describing things well enough.”
Multiple times in this post you stopped to correct me on assumptions about your style, which you are an eager defender of. But I've never attacked your style. I've pointed out why I don't feel I need it, where I feel like you make assumptions that are unfounded about the way I do things, and how you seem to focus on one aspect, while ignoring others.
I think you’ve been having a completely different conversation than I have. Where did I make an unfounded assumption about your style and where did you point that out? What am I ignoring and where have you previously talked about that at all?
I also think your framing of "goal and method" is going to end up confusing to people. If I have a barbarian character who is presented with a locked door, and he grins and says "Athletics roll" then... sure he didn't state his goal, but there is a locked door in front of him. The goal is a bit self-explanatory.
I do not think it’s necessarily self-explanatory. Maybe in some cases it is, but in others it will seem to be, but only due to a miscommunication. I do not like to make such assumptions, and do not think it’s too much to ask that the player just
say they want to get the door open so we’re all sure we’re on the same page.
And the method... well it doesn't actually matter. Whether he shoulder charges it, kicks it, smashes it with his weapon all three will acheive the same result. But if what you need to know for the method is "athletics" then... they already told you.
Athletics is not what I need to know for the method, Athletics is the name of a skill that might potentially allow them to add their proficiency bonus to an ability check, if one is necessary, and the method involves that skill. Based on your example descriptions, it sounds like the method you had in mind was breaking the door. Another relevant point would be if the character is trying to break it with their own body, or using some sort of tool.
Just like the example at the top of this post told you persuasion, but you wanted to know what TYPE of persuasion, which is a bit irrelevant to my mind. Because all of them should be able to achieve the same goal.
And here we bring the post full-circle. Because, yeah, different “types of persuasion” as you put it might all be capable of achieving the same goal, but that doesn’t mean they’re all equivalent. They go about trying to achieve the same goal in different ways, some of which might be more or less effective than others in different contexts. The NPC in question might be particularly receptive to politeness, or particularly unreceptive to it. They might be very gullible, or they might be very shrewd. They might be a pushover when threatened, or they may respond negatively to verbal threats but cave quickly to demonstrations of violence. Any of these factors might affect my decision-making about if the action can succeed or fail, how difficult it might be to succeed, and what the consequences for failure might be. They will certainly inform how I would describe the NPC’s response in any case. So despite all having the same goal, the way I resolve such an action can vary significantly depending on the approach.