A common GMing pitfall can be setting stakes which make sense and create drama in the fiction, but are hard to follow through on if the player fails the roll. In this case, what happens if the shark drags Rosemary under? Presumably not the PC's death by drowning. Does she just lose her backpack?DM: The speed of the shark in its natural element and the tumultuous waves make this uncertain. This is a DC 15 Strength (Athletics) check. If Lack-Toes succeeds, he'll make it there in time and the shark will break off. If Lack-Toes fails, the shark will bite Rosemary's backpack and drag her under!
Lack-Toes: *rolls a 16*
DM: The shark breaks the surface of the water, its tooth-filled mouth wide just as Lack-Toes gets to Rosemary - but it diverts at the last second and swims away.
What is the basis here for the GM determination that Chuck didn't tidy up after himself? It does not seem to have been part of the adjudication of the check to disarm the trap.DM: Well done. The hunters are looking around and have found their damaged trap, but haven't noticed you. Chuck, however, spots a pair of pliers from his thieves' tool kit laying at the edge of the trail nearby. It must have slipped out - and now the natives are moving toward it. If they see it, they'll know it wasn't a boar that broke their trap. What do you do?
DM: So you've decided to plunge into the jungle to find the ruins said to lay at the heart of the island. Moving toward the center of the island is an uphill, slippery affair marked by periodic tremors that threaten your balance. How do you deal with this to mitigate the chance of injury while traveling?
Cow: I fashion a walking stick for additional support and use it to keep my balance.
These sorts of cases, where taking a fairly simple step gives advantage to the check, can give rise to all the PCs doing it. Especially because, in the fiction, we can easily imagine it becoming clear to the others that Cow's walking stick or Rosemary's wet handkerchief are providing a benefit.Rosemary: I cover my mouth and nose with a wet cloth.
The insight check raises the possibility of the other PCs trying too. How do you handle that? Presumably as some sort of group check, but how do you adjudicate the outcome? And handling it as a group check does seem to presuppose that, in the fiction, the PCs are debating among themselves whether or not the salamander is being truthful, which goes somewhat against your "player autonomy with respect to PC belief" directive.Cow: I am carefully observing the salamander's manner of speech and body language to discern its truthfulness.
<< DM Decision Point. >>
DM: It sounds like you're making an Insight check
<snip>
Pro-Tip: When you adjudicate the results of an Insight check, it's important not to tell the players what their characters believe. Just tell them the truth (success) or nothing at all (failure).
I'm not sure about the "too many ability checks" dimension to this, but I completely agree about the "failure to engage the other players (via their PCs)". If you put the pressure on the other players to have their PCs say something (eg an NPC asks them a direct question, or the social situation is heading in a direction that they don't want it to) then in my experience they will declare actions for their PCs even if CHA is not the PC's best stat, just as the player of a wizard will declare actions for his/her PC if you tell him/her that an Indiana Jones-style boulder has just started rolling down the corridor, even though STR and DEX probably aren't that PC's best stats.Pro-Tip: There's often an assumption on the part of many groups that the only person who should be engaging in social interaction is the party "face," that is, the character with the best Charisma and/or bonuses in Charisma-based skills. I believe the reason this happens is because the DM is asking for too many ability checks and isn't engaging the other players directly. So remember to only ask for ability checks when the outcome is uncertain (and the result of failure can be interesting). Also, shine the spotlight from time to time on anyone who is relevant to the exchange. Rather than leave it to the "face" to respond, directly ask someone else how he or she responds. Doing this will ensure that everyone gets to participate in social interaction challenges.
I actually appreciate the PC comments both as proactive to describe their actions and reactive as a result of the die rolls the most.
I do not recommend using passive in any situation where damage or injury might result. The static DC vs static passive problem arises, ie there is no randomness factor (eg the avoid tremor injury example). Wh!ich many players ime find annoying.
Of course, I don't recommend using passive at all. Only roll, but only when it matters.
Just wanted to say thanks for the work Iserith. Im sure it will help some folks out not only with how certain mechanics can be used, but as inspiration to both players and dms alike.
iserith, an interesting thread.
I hope some questions are OK. And a comment at the end.
A common GMing pitfall can be setting stakes which make sense and create drama in the fiction, but are hard to follow through on if the player fails the roll. In this case, what happens if the shark drags Rosemary under? Presumably not the PC's death by drowning. Does she just lose her backpack?
What is the basis here for the GM determination that Chuck didn't tidy up after himself? It does not seem to have been part of the adjudication of the check to disarm the trap.
These sorts of cases, where taking a fairly simple step gives advantage to the check, can give rise to all the PCs doing it. Especially because, in the fiction, we can easily imagine it becoming clear to the others that Cow's walking stick or Rosemary's wet handkerchief are providing a benefit.
How do you impose some sort of cost or other rationing constraint on these sorts of actions, and their imitation by other PCs, within the D&D framework?
The insight check raises the possibility of the other PCs trying too. How do you handle that? Presumably as some sort of group check, but how do you adjudicate the outcome? And handling it as a group check does seem to presuppose that, in the fiction, the PCs are debating among themselves whether or not the salamander is being truthful, which goes somewhat against your "player autonomy with respect to PC belief" directive.
I'm not sure about the "too many ability checks" dimension to this, but I completely agree about the "failure to engage the other players (via their PCs)". If you put the pressure on the other players to have their PCs say something (eg an NPC asks them a direct question, or the social situation is heading in a direction that they don't want it to) then in my experience they will declare actions for their PCs even if CHA is not the PC's best stat, just as the player of a wizard will declare actions for his/her PC if you tell him/her that an Indiana Jones-style boulder has just started rolling down the corridor, even though STR and DEX probably aren't that PC's best stats.
DM: Scurvy Pete does a jig to celebrate his victory. This crazed man won't tell you how to get to the secret entrance. You'll have to find it yourself which will take time or go through yuan-ti territory which is more dangerous.
Later, after a dangerous skirmish with yuan-ti pureblood hunters and a giant constrictor snake, the adventurers are being pursued by a dozen or more snake-men...

First off, gotta say this is a very entertaining read. I LOVE the characters.
I have a question about a key point during the adventure.
Between this:
and this:
Scurvy Pete WAS nailed to a tree right? If not, why not?![]()
I think this could cause controversy among some conventional D&D groups, who would be more accustomed to a "continuous passage of time" style of resolution.After the players have described what they want to do and I'm setting the stakes, they're effectively locked in - they've already taken the action. The roll follows so I can narrate the results. There is no "space" between action and result to modify their action... in most cases.
I think this could cause controversy among some conventional D&D groups, who would be more accustomed to a "continuous passage of time" style of resolution.
I enjoyed reading these scenarios quite a bit! Very inspiring.
I am wondering if the convention in these scenarios (specifying what both success and failure entail) was for the reader's benefit, or is how you actually play the game. I feel like it could play very well, but it seems quite different from my experiences. What if you want failure to lead to something surprising?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.