GMforPowergamers
Legend
yeah. what i saw was fluff that basically had 4 different walls with 4 DCs so I would just assume they climb the one with the lowest unless told otherwise.Ok, so in YOUR version of Celebrim's scenario, none of the four walls had any traps or hazards. It was all just colorful description/red herrings.
yes... but again my way wouldn't take it away either.But do you get my point, finally, about how if any one of those four hazards DID exist, the player's choice about which wall to climb up IS meaningful, and I shouldn't take it away from them?
except the 'gotcha' is do you choose the right wall to climb.And if I do, I either remove the danger or force them into it, which is exactly the kind of "gotcha" my adjudication style is designed to prevent?
what i am doing is matching the player energy, if they care what wall they climb great... we can do that. if they don't care neither do I.Pretty much. Because I'm not putting words in their mouth/making choices for them.The way you've described your play means you're giving them free info about there not being a hazard, and choosing for them which wall they go up if they just hold up the die and say "Athletics?"
yes... it would also force some of my players not to play some class/concepts. I know this for 100% sure because back pre covid when we still did cons and store games I saw it happen... when DMs made joe have to describe instead of letting him choose to describe or not he just stopped playing faces... the funny part is I can tell you we wnet months were he would RP it out every time before the roll... and STILL not be willing to do it at a table where the roll wasn't guaranteed to matter.If I had to ask your players a bunch of questions, it sounds like the only reason would be because your group has practiced a play style where they largely don't have to describe what their characters actually do, and they're used to you filling that in for them with description after they roll.
now I don't know if kurt would feel pushed back into the rogue/trap finder role though... that is an interesting question.
maybe a little, but I doubt any noticeable amount.Nothing wrong with cut scenes. I sometimes use them too, in the right game. I trust my players too. But if I tell them that the all the fancy walls they just skipped past had no hazards and were just red herrings, don't you think that will impact their decision making if and when they encounter another similar situation?
we do sometimes joke when the DM (normally me) describes something is detail that it is 'oh that is a shiny interactable' but that is mostly joking because they know I am as likely to give details on an ornate suit of armor cause I have a cool visual in my head as I am because it foreshadowed something latter just as likely as if it were magic, BUT there ARE some metagame descriptions.
If any of us put a 'black as night but shinny' or 'almost looks like it is absorbing the light around it' that is almost for sure some variant of our Dark Blade...
on the bassis of if my players sat at your table they would expect to be able to just call skills.Wut. On what basis do you think you can judge "no where near as often as my way"?
it depends this thread started cause someone has players that wont 'learn' thatIf my players are accustomed to describing what their characters actually do, it would seem less likely that I need to constantly ask them, no?