Manbearcat
Legend
The primary agenda of play in 5e is described in several places in the Basic PDF and the core books. Repeatedly, you get one iteration or another of:
"...to create an exciting story of bold adventurers who confront deadly perils."
GMs role is described as:
"lead storyteller and referee."
Got it. Ok.
The procedure for running noncombat action entails 6 steps:
1) Describe the situation.
Straight forward enough. Although there is some subtle nuance here regarding telegraphing, I'm not interested in 1.
2) Consider the player's action declaration and determine if the outcome is uncertain. If not, just say yes and proceed back to 1. If no, proceed to 3.
How do you determine if the outcome is uncertain?
Genre/Drama Logic
or
Causal Logic
3) Decide which ability score applies for the task at hand and establish a (target number) difficulty class. The more difficult the task the higher its DC.
How do you determine if the difficulty of the task?
Genre/Drama Logic
or
Causal Logic
4) Decide of a skill applies to the actions resolution.
Straight forward enough. Again, some nuance, but not interested in this one.
5) Decide if (circumstantial - not PC build-driven) Advantage or Disadvantage applies.
How do you determine if Advantage or Disadvantage applies?
Genre/Drama Logic
or
Causal Logic
6) Describe how the post-resolution situation changes.
If the result is a failure, how do you determine how the post-resolution situation changes?
Genre/Drama Logic
or
Causal Logic
Alright. I'm mostly curious about system here. So, if GMs who are interested in answering could frame their answers around system-driven instruction, that would be helpful. For instance, failure in the Basic PDF talks about "fail forward." Failure in the PHB talks about "no progress" or "success combined with a setback". The DMG talks about "conflict and stress" when deciding whether an outcome is uncertain.
Thanks in advance.
"...to create an exciting story of bold adventurers who confront deadly perils."
GMs role is described as:
"lead storyteller and referee."
Got it. Ok.
The procedure for running noncombat action entails 6 steps:
1) Describe the situation.
Straight forward enough. Although there is some subtle nuance here regarding telegraphing, I'm not interested in 1.
2) Consider the player's action declaration and determine if the outcome is uncertain. If not, just say yes and proceed back to 1. If no, proceed to 3.
How do you determine if the outcome is uncertain?
Genre/Drama Logic
or
Causal Logic
3) Decide which ability score applies for the task at hand and establish a (target number) difficulty class. The more difficult the task the higher its DC.
How do you determine if the difficulty of the task?
Genre/Drama Logic
or
Causal Logic
4) Decide of a skill applies to the actions resolution.
Straight forward enough. Again, some nuance, but not interested in this one.
5) Decide if (circumstantial - not PC build-driven) Advantage or Disadvantage applies.
How do you determine if Advantage or Disadvantage applies?
Genre/Drama Logic
or
Causal Logic
6) Describe how the post-resolution situation changes.
If the result is a failure, how do you determine how the post-resolution situation changes?
Genre/Drama Logic
or
Causal Logic
Alright. I'm mostly curious about system here. So, if GMs who are interested in answering could frame their answers around system-driven instruction, that would be helpful. For instance, failure in the Basic PDF talks about "fail forward." Failure in the PHB talks about "no progress" or "success combined with a setback". The DMG talks about "conflict and stress" when deciding whether an outcome is uncertain.
Thanks in advance.