D&D General "I make a perception check."

Earlier someone, don’t remember who, said that their response to a player describing a particularly clever approach would be “cool idea! Roll [whatever] to see how well your character pulls it off.” And as a player, that would frustrate the heck out of me. In fact, I’ve had exactly such an experience before in an online game. We were petitioning the chief of a Barbarian clan for aid or something, and throughout this scene I had been listening carefully to the DM’s portrayal of her, listening to what she says, trying to get a good idea of who she is, what she values, etc. I choose my moment carefully, and at what I think will be an appropriately dramatic point in the conversation, I deliver my carefully thought-out argument for why the chief should help us, and…

“Make a persuasion check.”

For all that effort, I don’t even get so much as advantage. What the heck was the point? Why did I bother listening to what the DM said or crafting an argument I thought would be convincing, when I would have gotten exactly the same result just by saying “I try to persuade her to help us” and pressing the Persuasion button on my Roll20 character sheet? Moreover, it made the story feel a lot less credible to me that, because I rolled low, this speech was completely ineffective despite my conscious efforts to hit on points I knew this character would find compelling. In any movie or book, this would have been a climactic moment where the hero’s compelling speech wins the hearts and minds of the tribe. But, no, apparently the events that we narrate are not as important as the random numbers the computer spits out.

If it works for y’all to prioritize the dice over the specifics of what the player describes their character doing, I hope you have fun that way. But it really, really doesn’t work for me.

To be fair, I'm pretty sure this is me as DM at some point in the past. I had a plot in mind and, dangit, I was going to follow it! And while something would very likely feel off to me about such interactions after the session, I wasn't sure exactly how I could change things to make the sessions better. As we all know, there is a lot on a DM's plate - environment descriptions, monster stats, NPC voices, maps, managing the schedule, sometimes managing player personalities, and more. After a session I would be drained and just wanting to rest up and prep for what would be, hopefully, a better next session. It was fun enough to keep me coming back but not quite as satisfying as I hoped it could be.

It was only by spending time reading and contributing to this forum - and (trying to) keep an open mind while doing so - was I able to gradually pick up on approaches by DMs (especially DMs such as yourself) and try them out in my own games. Or avoid certain approaches, for that matter (like the one you present here). Through doing so, I was able to break through that feeling of incompleteness and start racking up strings of sessions that I found truly satisfying. I think my efforts to improve have filtered through to some degree to the players and player-DMs in our group (and their efforts to improve have likewise influenced me - it's a cooperative game after all!) Habits of old editions that don't jive with 5e gameplay have mostly been shed and we're having far more great sessions than lackluster ones. I'm certainly far from perfect now and there's always more to learn and master, but I do feel like I have a much improved ability to self-reflect after DMing a session on what I can do to make things better for the whole table. And I owe a good part of all that to this community.
 

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@GMforPowergamers Since it's increasingly clear I don't know what position you are trying to defend I'm going to back off the Fisk and counter-Fisk and try to focus down a bit to just a few things you said and see what we actually are disagreeing over. I feel like in the last couple of posts you've completely shifted the thesis and arguments you are arguing.

so "Oh wow my character thinks X Y ansd Z" is cool... "I know you have the ravenloft book open to vampires so I..." no, that is not cool.

So, I'm ambivalent here. I don't think what you are talking about in this statement is enforceable. I don't think what you are talking about here is a big deal. I also think it is a completely different topic from, "Your first thought when you hear a noise should be skunk and not Jason". I think part of the problem is that as with many of the technical terms you use, it feels like you are using "metagaming" in a very non-specific way and as such I find the term not to mean very much. As with "railroading", to me "metagaming" is a non-pejorative term with a technical meaning, and not useful as blanket pejorative for "things I don't like".

In terms of player knowledge of the game, that's not something you can control. If the player has memorized the Ravenloft book on vampires, that's not really my problem as a GM. I'm not going to try to limit the knowledge that the player has that he gained from source books. I don't really care if his character turns out to know as much about vampires as Von Richten, because his player memorized the book. I still have the capacity to surprise the player, and my story isn't going to depend on player ignorance to work. In fact, I may just lean into that player knowledge and use it to my advantage to keep the story moving forward. I really don't care and don't see why you think that's "cheating" and worthy of an informal tribunal.

As far as the table taking cues from me because the see me roll a dice or see me open a book, that's not the table's fault. That's why I use DM screens and make secret rolls and do everything I can to avoid passing OOC information to the players, but if I do that's my fault and not theirs. And if the player is trying to look behind the screen while I'm in the bathroom, that's a whole other topic. But I don't stop a player from getting on the internet and Googling things.

Maybe more to the point, these days, "How would you enforce that?" It's not worth worrying about. If I am playing a game and a character makes a mysteriously informed choice and I say, "How did you know to do that?" and they say, "Well, I guessed this module was based on 'Mad God's Key' and I've played it before", that's on me not them. I should have asked whether anyone had played "Mad God's Key" before hand.

But none of this seems pertinent to the original topics and arguments you were making just a few pages ago, although it doesn't seem like we even understand what was being argued at this point.

nope... again this is a discussion not some weird house rule... this is a game for fun. What do you think I do as a DM!?!?

I don't think anyone knows, because what you seem to do changes from post to post. You don't seem to describe a coherent way to play. You seem to contradict yourself from post to post.

okay... so how is that different then me calling it in and out of game knowledge?

For one thing, there is a rule for that in my example. But as I said, I feel that "tables cues" where the player picks up information from the GM at the table are a very different topic than the question of what the character would know, which is what we were talking about just a few posts ago. But then again, at your table an out of character declaration like, "I roll Perception" is treated as a description of what the character did, so I'm not surprised you don't see as sharp of a distinction as I do.

I mean I don't normally run alot of suprise but when I do i go with the rule of thumb of asking (to a player or tomyself) "Did you see that coming?"

This is an example of exactly why I don't think anyone in the thread yet knows how you DM, or why you shouldn't be shocked when people don't understand how you DM. Because this is a hugely surprising answer. You don't run surprise per the rules? You ask players, "Do you want to be surprised?" with the expectation that the answer might be "Yes." sometimes? "Did you see that coming?" would I imagine in practice lead to surprise rounds only occuring when the player didn't feel he was risking a lot. Which among other things, might explain why you don't normally run a lot of surprise.

I don't know why you think that I think I am a mind reader...
my every example ways Someone saying... if you say the quite part out loud "I know a fight is coming you took out the minis" you can't then hide behind "You don't know why I think that"

Because in practice players aren't necessarily going to be upfront with their real motives or even conscious of them. It requires a mind reader to know if someone is metagaming, and I'll let you in on a secret - everyone is metagaming all the time even when they are trying really hard to just play their character. No one can do anything but metagame because the mind of the character doesn't exist, only the players mind. All we the participants can do is try our best to imagine that mind, and we'll always fail to at least some extent.

when did I even suggest not letting a player load a weapon?

What did you think the point of the "skunk or Jason" example was? For that matter, what was the point of this:

imagine Predator (I just saw prey so it is on my mind) you have a team that IN story thinks this is a normalish military op... the audience (and most likely players if this were a game) know better. Once the alien shows up it should be easy for the players (and the audience for 100% sure) realize there is an invisible alien with advanced tech hunting them...

now if the player in this case wants to win they should be setting traps, using environment and trying to find an aliens target. What is best for the narrative is if the characters do NOT jump to alien, or super tech, or Invisability.

If not to say that players shouldn't be allowed to set traps, use the environment, and try to find the alien's target?
 
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Enjoying the story? Getting a better sense of the larger world? Because you are playing a game where listening to the DM is a major part of the game.
thank you... i was starting to wonder how often people LIKE playing this game

although it does help me realize that if the DM (and/or) players don't WANT to play maybe they need to be forced to by having it be the only way you can do anything...
Why would I bother crafting a believable world filled with believable characters with complex motivations if the thing you care about is whether or not you get advantage? Maybe the DM thought your speech completely missed the mark and they would have auto-failed you, but figured you put enough effort in to warrant a check.
 

Yeah that's primarily how I use them.

I notice a lot of DMs don't use them that way though. One DM I play with feels the need to make you roll Persuasion just about every other sentence in certain situations, which is just guaranteeing failure - and sure enough as soon as you do roll low the conversation is over. He's not doing it on purpose to be difficult, he just hasn't thought it through.
That's always the danger with "roll for everything..." and playing without progress with setback (on failure). Eventually the PC simply fails.

I had a RIFTS DM long ago who was the "roll for EVEYTHING..,"

We found a robot in a box. The robot was in 8 pieces. When I wanted to put the robot together (now this was a robot that was SUPPOSED to be easy to put together, it was boxed for that purpose) the GM ruled that I had to make a mechanics roll for each piece. PCs mechanics's skill was 40%.

When I pointed out that my chance of assembling this "easy to assemble" robot was essentially 0%, the GM was surprised. It had never occurred to him that forcing that many rolls for something, guaranteed failure.
 

That's always the danger with "roll for everything..." and playing without progress with setback (on failure). Eventually the PC simply fails.

I had a RIFTS DM long ago who was the "roll for EVEYTHING..,"

We found a robot in a box. The robot was in 8 pieces. When I wanted to put the robot together (now this was a robot that was SUPPOSED to be easy to put together, it was boxed for that purpose) the GM ruled that I had to make a mechanics roll for each piece. PCs mechanics's skill was 40%.

When I pointed out that my chance of assembling this "easy to assemble" robot was essentially 0%, the GM was surprised. It had never occurred to him that forcing that many rolls for something, guaranteed failure.
Yuuuuup.

We just had this come up in the Rules We Have Been Doing Wrong thread, about group skill checks, and the reason they exist. If we have a situation where the whole party needs to make a skill check (even with a DC of just 8 or 10) and if ANY of them fail it they're boned, we're virtually guaranteeing failure, because there's a ~68% chance of at least one person in a group of five rolling under a 5.
 
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That's always the danger with "roll for everything..." and playing without progress with setback (on failure). Eventually the PC simply fails.

I had a RIFTS DM long ago who was the "roll for EVEYTHING..,"

We found a robot in a box. The robot was in 8 pieces. When I wanted to put the robot together (now this was a robot that was SUPPOSED to be easy to put together, it was boxed for that purpose) the GM ruled that I had to make a mechanics roll for each piece. PCs mechanics's skill was 40%.

When I pointed out that my chance of assembling this "easy to assemble" robot was essentially 0%, the GM was surprised. It had never occurred to him that forcing that many rolls for something, guaranteed failure.

So I feel that while you are right, this is also an example of a really bad system combined with poor GM system mastery.

One of the things I love about the D20 core mechanic is how easy the math is to master and how easily you can apply system mastery to create casually realistic situations.

The real problem here I see is not that it's unreasonable that a roll is required for assembling each of the 8 pieces of a robot that is supposed to be easy to assemble. We've all probably put together Ikea furniture at some point.

The real problem is the GM doesn't get a lot of help from the system on how to run that scenario because you're dealing with a system that tends to assign a fixed difficulty to problems. Where as in D20 my tendency would be to assign a DC of 5 to the chance you correctly assemble each part of the robot. And if your PC has a +8 bonus to Mechanics, then you can't fail. You have a 100% chance of success, which might not be perfectly realistic but is casually realistic. It's close enough the outcome feels right in a way your example doesn't.

And at the same time this trivial problem because interesting if the PC putting together the robot has a -2 penalty on Mechanics, and needs to throw 7 7+ rolls in a row to put the robot together. All the sudden, the same problem is non-trivial (in fact there is about an 8% chance of success, which is again casually realistic and feels right), and someone in this we can imagine a fun exercise where the mechanic unavailable and a PC is desperately trying to put together a robot in a certain time frame to save the day.
 

@GMforPowergamers Since it's increasingly clear I don't know what position you are trying to defend I'm going to back off the Fisk and counter-Fisk and try to focus down a bit to just a few things you said and see what we actually are disagreeing over. I feel like in the last couple of posts you've completely shifted the thesis and arguments you are arguing.
okay maybe we can try this again... just read what I write and not try to read some evil DM trickery into it please...
So, I'm ambivalent here. I don't think what you are talking about in this statement is enforceable.
I mean I find it exactly as enforceable as every other part of our hobby... if 1 player keeps doing it then it will make the game less fun for the rest of us... over time we will talk this out, and if we can't find someway to make it work we will split ways...

what do you mean be enforceable? One player arrest another for breaking a law? I mean this is still a game... one I play primarily with old friends.
I don't think what you are talking about here is a big deal. I also think it is a completely different topic from, "Your first thought when you hear a noise should be skunk and not Jason". I think part of the problem is that as with many of the technical terms you use, it feels like you are using "metagaming" in a very non-specific way and as such I find the term not to mean very much. As with "railroading", to me "metagaming" is a non-pejorative term with a technical meaning, and not useful as blanket pejorative for "things I don't like".
okay when I think metagaming I think useing out of character knowledge for ingame benefit (in theory there is a form where I guess you takeout of game knowledge to use in game to no benefit too) I doubt anyone can ever make such things impossible... but again I am just thinking at the tables I play at we try to minimize it... throwing it in our faces by saying you see a book or a mini or a game matt or what ever and that is how you come to your choice is asking to make the table as a whole have less fun.... and is a form of trouble making (IMO)
In terms of player knowledge of the game, that's not something you can control.
stop rewind... pretend I am a player at the table not the DM... I still have no control (not that I claimed to before) but I can still dislike something and try to minimize it. You have some idea in your head that the DM has some massive authority over everyone at the table that I have not seen in years.
If the player has memorized the Ravenloft book on vampires, that's not really my problem as a GM. I'm not going to try to limit the knowledge that the player has that he gained from source books. I don't really care if his character turns out to know as much about vampires as Von Richten, because his player memorized the book. I still have the capacity to surprise the player, and my story isn't going to depend on player ignorance to work. In fact, I may just lean into that player knowledge and use it to my advantage to keep the story moving forward. I really don't care and don't see why you think that's "cheating" and worthy of an informal tribunal.
I mean... okay different style I guess... we just want to keep our games in character, and we don't see it as fun if we play with full out of game knowledge.
As far as the table taking cues from me because the see me roll a dice or see me open a book, that's not the table's fault. That's why I use DM screens and make secret rolls and do everything I can to avoid passing OOC information to the players, but if I do that's my fault and not theirs. And if the player is trying to look behind the screen while I'm in the bathroom, that's a whole other topic. But I don't stop a player from getting on the internet and Googling things.
I have not used a screen since I started playing 4e, and right now we are using roll20... we don't hide things out of game because we trust each other not to use it in game.

I can't imagine how much less fun I would have as both a player and a DM if I had to constantly worry about if I did something out of game.
Maybe more to the point, these days, "How would you enforce that?"
I don't understand... like how do I read someone's mind and heart and make sure they aren't lying to everyone? I don't.
How do I enforce someone saying they don't want to play the way the rest of us want to... we talk. Like, this is a game of friends, we just talk about what we all want and don't want. What other enforcement is there?
It's not worth worrying about. If I am playing a game and a character makes a mysteriously informed choice and I say, "How did you know to do that?" and they say, "Well, I guessed this module was based on 'Mad God's Key' and I've played it before", that's on me not them. I should have asked whether anyone had played "Mad God's Key" before hand.
again... this si something the table would just talk about. I don't think it's 'on you' or 'on them' just a discussion... one that can be held at anytime.
But none of this seems pertinent to the original topics and arguments you were making just a few pages ago, although it doesn't seem like we even understand what was being argued at this point.
100% agree... this keeps circling.

I am starting to imagine you think I 'enforce' something with a 'punishment' or something like that... but as a player or a DM how would I punish an adult?
I don't think anyone knows, because what you seem to do changes from post to post. You don't seem to describe a coherent way to play. You seem to contradict yourself from post to post.
I don't think so. The contradictions come when instead of reading how I run the game (or play for that matter) you take 1 fact, and try to create an elaborate theory of everything based on it... and it seems like you almost are TRYING to paint the worst picture you can with that theory.
This is an example of exactly why I don't think anyone in the thread yet knows how you DM, or why you shouldn't be shocked when people don't understand how you DM. Because this is a hugely surprising answer. You don't run surprise per the rules? You ask players, "Do you want to be surprised?" with the expectation that the answer might be "Yes." sometimes? "Did you see that coming?" would I imagine in practice lead to surprise rounds only occuring when the player didn't feel he was risking a lot. Which among other things, might explain why you don't normally run a lot of surprise.
I mean it lead to A LOT of surprise rounds back in the spy vs spy type game... I don't think (I can't read minds remember) that any of my players are thinking 'gee it would be bad if I answer no, even though it surprised me, so I better say yes'
now that isn't to say we don't roll stealth vs perception (that is hidden not suprise) but... as an example, if the players walk past my hiding rogue and OOG know there is a rogue there (mini on board) and I declair a suprise atttack and ask "Did you see that coming?" I expect the answer to be with in character thoughts... "yeah, we know this is an assassins guild even if I didn't know that one rogue was about to jump out I totally was ready thinking one could" compared to "No... we were just in the royal library... we don't expect someone to jump out and try to stab us"
Because in practice players aren't necessarily going to be upfront with their real motives or even conscious of them.
okay if someone doesn't know they did something, and I don't know they did it then they got away with doing it... if someone KNOWS they are doing it, lies, and I believe them... they also get away with it.
I don't play with people I don't trust.
I also don't expect perfect clarity all the time... I am okay with TRY... and I assume my friends that all say they agree are TRYING until something makes me think otherwise.
It requires a mind reader to know if someone is metagaming, and I'll let you in on a secret - everyone is metagaming all the time even when they are trying really hard to just play their character.
again I never said that we had some strange magic were we could be in game only 100% I said we try... we minimize the out of game and maximize the in game...
No one can do anything but metagame because the mind of the character doesn't exist, only the players mind.
right the fun (IMO) is to try. to try to put yourself in the oger's POV, to imagine you are the Dragon, to imagine you are the Dragon SLayer...
All we the participants can do is try our best to imagine that mind, and we'll always fail to at least some extent.
again... I never asked for some magic perfect thing... just we all try.
What did you think the point of the "skunk or Jason" example was?
to talk about the characters... to get into the mind of the characters. No weird punishment or enforcement... to think like the characters.
 

We knew that when we started. You just seem to find discussing differences in style and goal a complete waste of your time. Because any time I critique your style, you just seem to shrug and say "so what? I don't care" and move on.
I have no investment in trying to convince you to like the way I run the game. That seems like it would indeed be a waste of time to try to do.
So, you understand that seeing is passive and looking is active. So you can understand that the passive check is different than the active check. So, again. I can use my eyes to receive visual information and "look" and that is very different than just seeing passively.

So when calling for an Active Perception roll, that's the difference. I understand you don't rule it that way and you bundle everything into passive skills for some reason, but do you at least finally understand the difference and why I can narrate a difference between the two?
I have understood all along that you treat passive checks as passive on the character’s part. I think I have made it quite clear throughout this entire thread that I treat passive checks as a way to resolve repeated or continual active actions without a die roll (making them “passive” on the player’s part). This appears to me to be consistent with how the rules say they work. I am on record saying I think they were poorly named.
If things happening in the location don't matter, why are you bothering with them at all?
How many times will I have to tell you that I don’t know if they will matter or not before you will stop saying they don’t matter?
But besides that, you know what is happening in that location, so you know what is important to convey that information within that location. You don't need for the location to have some grand importance to the sixteen act structure of the campaign to be able to have important things happening within the microcosm of the location.

Wait? Is that it? Do you think I'm using "important" to mean something like an item introduced at level 3 will have some significance to the grand plot by level 15? No. I'm talking in here, in this moment, maybe foreshadowing since I do tend to have larger goals than just the single location
I know what I need to convey to the players for them to be able to make informed decisions, if that’s what you mean. I don’t gate any of that information behind checks though, so I don’t know how this is relevant to the discussion.
(I've found, "go do whatever" tends to leave players just staring at me asking what they should do and where they should go. Overarching goals and working in opposition to something else helps them be more focused. "Here's a problem, do you want to fix it? Okay, how do you want to fix it?" works way better)
The game has a built-in overarching goal of accumulating experience and levels. That incentive structure can be leveraged to encourage more specific behavior - XP for treasure, for example, creates an overarching goal of gaining wealth. Requiring training to level up adds an additional sub-goal of finding suitable trainers. XP for combat creates an overarching goal of fighting powerful foes. XP for completing objectives allows for many small goals, in the form of quests. And of course, players often create their own individual character goals.
To me this reads like you create stuff, give it importance, then turn around and say that you have no idea what could possibly be important. If i t has a connection to the location and tells them something about the location, it is important. What else could it possibly be? How is it not important?
I don’t know, I don’t understand how you’re using the word “important” and at this point we’ve strayed so far afield of the topic in discussing “importance” that I fail to see any value in continuing to litigate it.
Honestly, what do you consider important? I've tried to explain this multiple times and your answers make no sense. So let's flip roles. What would you define as important in a location? And for the love of all that is holy, don't just say "I don't know" explain why you can't know and then an example of what would be and what wouldn't be important within the location. Unless this is entirely a "I don't know what will matter six sessions down the line" which isn't what I'm talking about.
I don’t know how to answer this then because I don’t know what you are talking about.
No it isn't. It is basic, likely to backfire, and possibly lead to far more problems than it solved. But catching things on fire is the only thing they have left other than letting themselves get stabbed,
I disagree that it’s the only thing they have left. Create a distraction of some kind, or try to trick the goblin into attacking too soon, try to wait it out… Hell, just up and leave if you really can’t think of anything else and flat out refuse to risk getting hit once by a goblin.
That bolded part? That is BS. That is "You wanted the sword, I stabbed you with the sword and arguably now you have it. Your intent was fully realized." It is a fundamentally sadistic twisting of their words.
Whatever, if you prefer to call it failing, be my guest; what word we use for it doesn’t really affect the (fictional) reality of the situation.
No one asks to look for traps with the intent of setting off the trap in their face. They look for traps so they don't set the traps off. That's the entire point.
Yes, obviously, but sometimes in trying to do something, you fail to achieve your intent. Especially when in trying to find a trap you step right on its trigger mechanism.
As for disputing the trap being set off. MAYBE HAVE THEM ROLL TO SEE THE TRAP FIRST! I'm pretty sure you are a person who moves through space and has eyes, so I'm certain you have been moving through physical space and noticed something before stepping on it. You insisted that they had to "change the situation" to get a chance to roll to find traps. Well, they did. They started moving, everything is now changed, they want to look fro traps. Why are you declaring and ruling that they automatically fail to find the trap?
I am doing no such thing. They first got to make a check to try and find the trap; a special kind of check called a passive check, which is used to represent the results of an action performed repeatedly. Just because you don’t like that the mechanic I used to resolve that action didn’t involve a die roll doesn’t mean you didn’t actually have a chance. They second of all got a description of the room, including some manner of telegraph of the presence of the trap in the middle of the room. Just because you don’t like that it’s possible to misinterpret that telegraph doesn’t mean it didn’t give you the opportunity to make a decision that could have avoided setting up the trap. They third of all could have described any number of actions that didn’t involve moving to the center of the room. And, even in the case that they do, they get an additional opportunity to describe a reaction to the trap going off that could completely avoid the trap, all before any saving throw needs to be made. There are so many points in this process that could have resulted in a different outcome, but you seem to be so hung up on this one very specific possibility that you would refuse to engage with this scenario. It seriously resembles a hypervigilance response to past trauma.
Let them roll before setting off the trap, it isn't hard. They aren't robots who must move to a location before running the proper script.
Again, they got to make a check, it just didn’t involve a die roll. That is what I understand the rules to say to do in this instance.
How is looking for danger different than looking for secret doors? That is the same thing. Hint: Everyone knows that a secret door can be used to hide an ambush

What difference is there between making a map and navigating? They are the same thing.
The difference is all of these things are discrete activities the rules lay out as options you can perform only one of at a time while traveling or exploring. And it does make sense - the person making the map is absorbed in recording their surroundings on paper; the person navigating is absorbed in searching the environment for landmarks to insure they remain on their intended route; the character searching for secret doors is absorbed in carefully scouring the walls, floor, ceiling, etc. for anything out of the ordinary - I’d say you could make a good argument that this character is better positioned to spot traps than one watching and listening for monsters that may be lurking in the shadows or around any corner.
And finally, this has NOTHING to do with my point. Okay, fine, they (while in a clearly hostile and dangerous location) made the choice to look for danger. And you decide that looking at number A and looking at number B, they fail. Wonderful. Then they make a NEW choice, with the intent of trying to spot that danger again. You insist they need to take a new action. So they do. You auto-fail them and trigger the damage, because "how else could I rule it?"
I don’t see anything wrong with that summary, except perhaps that you neglected to mention the fact that the description of the environment would have contained clues as to the danger inherent in standing in the center of the room. Clues the players might or might not pick up on, true enough, but it’s not as if they’re forced to guess blindly. They have the information, it’s up to them how they will use it.
Secondly, you are big on decisions, but you seem to missed something. The player's decision isn't made in a vacuum. Informed decisions are one way to prevent a decision from actually being random chance, and the player clearly wasn't making an informed decision to step on a trap.
They absolutely were, that’s what the telegraphing is for.
But again, INTENT MATTERS.
Yes, and so does approach. That’s why I ask for both.
Let us say the player is at a fancy ball, I describe people dancing in the crowded room and the duke talking to a group of generals. The player says "I want to go across the room and talk to the Duke about the Dragon War". So I say sure, you march across the room, shoving people out of your way, and interrupt the Duke's conversation, everyone is pissed at you and now you have to figure out how to not get thrown out of the party. Decisions have consequences and sometimes bad things happen, right?
Here you have added something to the player’s description, which is something I ask for specifics in order to avoid having happen.
Except, clearly the player did not intend to be rude. Despite the fact that I clearly followed their declared actions (move across the crowded room and talk to the Duke who is in the middle of a conversation) I completely ignored and ruined their intent. I was in fact actively hostile towards their intent.
You didn’t only ignore their intent, you changed their stated approach.
You are doing almost the same thing. "Well, you said you moved to the center of the room, the trap was in the center of the room. There is no other choice, I gave you telegraphed clues. But you did find the trap in the room at least."
But it was the player, not me, who (hypothetically) said they moved to the center of the room. It was you, not the player, who (hypothetically) said the character shoved people aside and interrupted the conversation.
Why not assume an approach that is uncertain then? Then you don't have to assume if it would fail or not fail. The player may not want to give you a detailed breakdown of their every action, you've said repeatedly you don't require that, but when we give vague actions your response is you need more detail. Why?
I do not want to assume any approach, certain or uncertain. It is the player’s role to describe their action clearly enough that I will not need to assume their approach.
So far the only reason has been "because there is a trap in this room and I need to know if you automatically trigger it or not?" and I find that a poor reason.
In this specific scenario contrived specifically to illustrate that sometimes this DMing style can result in PCs setting off traps? Yes. There are infinitely many possible scenarios in which the specifics of goal and approach matter for reasons other than figuring out if the character sets off a trap.
So, the approach was uncertain, they rolled well, but even then you need even more information to determine if they find the door or not? Because even an uncertain result turning positive isn't good enough? It was a thorough search, how close to an inch-by-inch search do I need to get before you can determine if a thorough search checked the bookcase or not? A thorough search would check everything. That's what thorough means.
I told you. Specific enough that if the player and I both play out the action like a little movie in our heads, those movies would look pretty similar.
If you see player intent as so easily discarded, then I don't know if continuing to have a conversation will ever lead to anything productive. I can't imagine dismissing my players so casually.
I’m not dismissing intent, it’s one of two essential components of an action declaration. But nor am I glossing over approach, the other essential component. If I am accounting for both, I see no way that trying to find a trap by moving to the center of a room, when there is a trap that will be set off by someone standing in the center of the room, could have any result other than setting off the trap.
Right, so you rely on your method because it is just auto-successes all the time. And so when you encounter someone who has failed, you can't understand why they might see the possibility of failure.

Yes, I too could describe everything in excruciatingly precise detail to eliminate any reasonable chance of failure on my end. I'd rather gouge my eyes out with a spoon. It is so mind-numbingly irritating and then it gets to the point where the DM, tired of me never taking any risks, punishes me for never taking any risks, making all the risk avoidance worthless.
Ok. That’s your preference. I’m not going to force you to play that way if you don’t want to.
So, you can't understand why someone would risk a die roll that could fail? Because every described action that doesn't rely on die roll can fail too. Both methods have equal chance of failure, so it doesn't matter which you choose.
It has absolutely not been my experience that asking to make a check has an equal chance of failure to describing an action in terms of goal and approach with the intent of achieving success without a roll.
And yet one of those received an auto-pass and the other a roll (or an auto-failure in some cases), so clearly there must be some skill involved.
Yeah, some. Skill most people will have picked up in childhood.
There are people who are professionally trained in stealth, can you accept that is a thing and that they know how to hide more effectively than people not trained without resorting to "any child who played hide and seek can hide"?
Yes, and accordingly, characters with such skill will be much more likely to succeed when success is uncertain.
When the Fellowship decides to go to Moira is Gimli wanting to run through it as fast as possible to get to Mount Doom as quickly and efficiently as possible? If you think so, we got very different impressions of that story.

Weirdly, it seems that a story involving a party of Nine people might have had more than one character with more than one goal in it.
When they encounter conflict in Moria, yes, I do think Gimli wants to resolve that conflict as quickly and efficiently as possible.
 

And at the same time this trivial problem because interesting if the PC putting together the robot has a -2 penalty on Mechanics, and needs to throw 7 7+ rolls in a row to put the robot together. All the sudden, the same problem is non-trivial (in fact there is about an 8% chance of success, which is again casually realistic and feels right), and someone in this we can imagine a fun exercise where the mechanic unavailable and a PC is desperately trying to put together a robot in a certain time frame to save the day.
I would say any series of rolls that only have 7% chance of succeeding are an exercise in frustration rather than fun.

That's why properly designed skill challenges (which is what the "put together the robot..." scenario is, it's just not a good one) allow for PCs to have some flexibility in skill choices, progress despite a failed skill roll and plenty of room for interesting failures (and successes) before "ultimate failure."
 

That's always the danger with "roll for everything..." and playing without progress with setback (on failure). Eventually the PC simply fails.

I had a RIFTS DM long ago who was the "roll for EVEYTHING..,"

We found a robot in a box. The robot was in 8 pieces. When I wanted to put the robot together (now this was a robot that was SUPPOSED to be easy to put together, it was boxed for that purpose) the GM ruled that I had to make a mechanics roll for each piece. PCs mechanics's skill was 40%.

When I pointed out that my chance of assembling this "easy to assemble" robot was essentially 0%, the GM was surprised. It had never occurred to him that forcing that many rolls for something, guaranteed failure.
1st... god I love rifts, and god I hate rifts...

2nd yeah if it is easy to assemble at most that should be 1 roll... I would have just stared at this man

BUT i have had worse RIFTS GMs then any D&D DMs... from ones that ruled that we PCs could not bring power armor in town guard made everyone strip out of it (okay seems reasonable) but then because I was an atleatian and MDC decided that every gang in town had full power armor... I guess i screwed the rest of the party by being MDC and not needing the armor
 

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