Hussar
Legend
Actually, thinking about it, I have a perfect example of the DM using skill rolls for MMI in the game I played last Friday night.
In the scenario, we are guards in a wagon train and there are some shifty characters in amongst the merchants and whatnot traveling with us. So, the rogue, being a sneaky type, decides to hide near their campfire and eavesdrop on their conversation. Note, the rogue also has a cloak of elvenkind (advantage on stealth checks, disadvantage on opposed perception checks from enemies).
This results in the following rolls:
1. Stealth check to approach within hearing distance.
2. Stealth check to approach within easy hearing distance.
3. Perception check (with advantage because of #2) to hear the conversation
4. The DM then announces after the NPC's talk for a while that they "stop talking and suddenly look around - one claims to have heard something." The player says that he stays still and doesn't do anything. After a moment, a raccoon or something wanders out of the bushes, the bad guys relax and finish their conversation.
5. Stealth check to move away from the campfire.
FOUR checks to do this. Any one of which would most likely have been a catastrophic fail point where the PC was spotted or failed to learn the information. If we had simply had a familiar in the party (there's only two PC's, so, no familiar), this would have been an automatic success. Heck, with a familiar, we could have monitored the baddies every single night without any chance of failure.
I'm sorry, but I do not think that this is a rare, corner case. This is how D&D has been played with virtually every single DM I've ever played with. Endless checks, all in the idea that we should be "realistic" or "this should be a challenge" which results in teaching hte players to never, ever rely on anything other than hard coded rules.
Earlier I got brushed off for suggesting "Yes And" because D&D isn't "improv theater". But, in my mind, since the above is the most typical way that D&D gets played, leaning a heck of a lot closer to "improv theater" will resolve so many of the problems that people are having at their table. Let's not forget here. We're not the ones who have unhappy players. If your players are unhappy, continuing to do the same thing as before and just blaming the players for problems will not resolve anything.
If your players are happy, then by all means, don't change anything. But, if you have unhappy players, it falls to the DM to change, AFAIC. That's the DM's job - to make sure that the table is having fun. To me, that's the number one job of the DM and I cannot enjoy a game where I know that I have unhappy players. Heck, I just dissolved my last group precisely because I couldn't find a consensus on the game despite trying for several years and at least three different campaigns. Having unhappy players just led to me getting more and more frustrated. So, I finally had had enough and fired myself from the group.
Not because they were bad players. They absolutely were not. They were great players. Just not great players for me. Our styles just clashed too hard and I just could not find the right approach where we were all going to enjoy the game. It happens. There's no point in me pointing fingers at them. This is just as much my fault as theirs. I was not flexible enough to alter my playstyle to match theirs. So, leaving the group and finding new players was absolutely the best solution all the way around. I've managed to build a fantastic group where everyone is very happy to play together.
Sorry, rambling on here too much. But, my basic point is that if your group is unhappy, even if it's just one player, and they're dropping comments like MMI, it may very well be that they aren't articulating the issue very well, but it really isn't the problem. The problem is that you (generic you) have players that are not happy. What are you going to do about it?
In the scenario, we are guards in a wagon train and there are some shifty characters in amongst the merchants and whatnot traveling with us. So, the rogue, being a sneaky type, decides to hide near their campfire and eavesdrop on their conversation. Note, the rogue also has a cloak of elvenkind (advantage on stealth checks, disadvantage on opposed perception checks from enemies).
This results in the following rolls:
1. Stealth check to approach within hearing distance.
2. Stealth check to approach within easy hearing distance.
3. Perception check (with advantage because of #2) to hear the conversation
4. The DM then announces after the NPC's talk for a while that they "stop talking and suddenly look around - one claims to have heard something." The player says that he stays still and doesn't do anything. After a moment, a raccoon or something wanders out of the bushes, the bad guys relax and finish their conversation.
5. Stealth check to move away from the campfire.
FOUR checks to do this. Any one of which would most likely have been a catastrophic fail point where the PC was spotted or failed to learn the information. If we had simply had a familiar in the party (there's only two PC's, so, no familiar), this would have been an automatic success. Heck, with a familiar, we could have monitored the baddies every single night without any chance of failure.
I'm sorry, but I do not think that this is a rare, corner case. This is how D&D has been played with virtually every single DM I've ever played with. Endless checks, all in the idea that we should be "realistic" or "this should be a challenge" which results in teaching hte players to never, ever rely on anything other than hard coded rules.
Earlier I got brushed off for suggesting "Yes And" because D&D isn't "improv theater". But, in my mind, since the above is the most typical way that D&D gets played, leaning a heck of a lot closer to "improv theater" will resolve so many of the problems that people are having at their table. Let's not forget here. We're not the ones who have unhappy players. If your players are unhappy, continuing to do the same thing as before and just blaming the players for problems will not resolve anything.
If your players are happy, then by all means, don't change anything. But, if you have unhappy players, it falls to the DM to change, AFAIC. That's the DM's job - to make sure that the table is having fun. To me, that's the number one job of the DM and I cannot enjoy a game where I know that I have unhappy players. Heck, I just dissolved my last group precisely because I couldn't find a consensus on the game despite trying for several years and at least three different campaigns. Having unhappy players just led to me getting more and more frustrated. So, I finally had had enough and fired myself from the group.
Not because they were bad players. They absolutely were not. They were great players. Just not great players for me. Our styles just clashed too hard and I just could not find the right approach where we were all going to enjoy the game. It happens. There's no point in me pointing fingers at them. This is just as much my fault as theirs. I was not flexible enough to alter my playstyle to match theirs. So, leaving the group and finding new players was absolutely the best solution all the way around. I've managed to build a fantastic group where everyone is very happy to play together.
Sorry, rambling on here too much. But, my basic point is that if your group is unhappy, even if it's just one player, and they're dropping comments like MMI, it may very well be that they aren't articulating the issue very well, but it really isn't the problem. The problem is that you (generic you) have players that are not happy. What are you going to do about it?