Agree on illusions but the Urchin or similar thing is an appeal to the DM not a substitution of the game narrative element with another.Regarding the OP, to some extent all Illusion spells cast by the PCs have this property. Unless detected, they become very real to the NPCs/monsters and the DM then must play out this new “reality” even if just for a short while.
In a broader sense, any action taken by a PC that causes the DM to improv could be argued to be altering the reality of the world. So the Urchin background ability to effectively “summon” secret doors is a DM improv decision to perform some minor setting creation to generate details that hadn’t existed before. Or the old chestnut: “is there a chandelier, you wonder? Hell yeah there is a chandelier!” even though one was not imagined before as part of the scene.
So maybe the whole of shared storytelling with the improv “yes and” concept thrown in supports the OP’s premise. Only it’s not truly a rejection - it’s an expectation.
No, it's pretty clear in what it says. Arguing it's ambiguous is an interesting take. I mean, you have the option to point out that it's one of three ways the DMG presents, and that's pretty good. Or your starting point that it's just advice, do what you want -- that works, too. But arguing that it's ambiguous when the text says don't call for a check if there's no consequence for failure? Hard sell, man. You need to do work to read that as "I want my players to be uncertain and that's a consequence, so I can just use that."It's one thing to talk about the advice in the DMG, it's another to justify a style and say "you're playing wrong because of what it says on page XX of YYY".
I think it's obvious from the text that they're warning DMs to not ask for rolls more than necessary which is good advice. I think it's a leap to go from "[don't ask for a] Charisma check to order a mug of ale" to "never ask for a check because you as DM know there's no chance of success". But it's natural language and open to interpretation.
No it's not. Their character does the thing and succeeds. What agency was taken away? You're assuming that, by not asking for a roll, I'm preventing the action from happening? Why assume this? Instead, the character searches, and finds no evidence of traps. They take as much time as is needed. No agency is removed here, unless you're mistaking agency with "get to roll dice just because."If a player asks to check for traps, they are saying that their PC is actively doing something. That's reflected by a roll of the dice. Telling them that there's no need for a roll is taking away their agency, saying in a sense that no, their PC did not bother to check for traps.
Uhuh, me either. The player has their character check for traps -- this happens. Then, because there's no consequence for failure, they succeed in time to their satisfaction.It's similar to if PC casts a fireball at an illusion - I'm not going to tell them that they didn't actually cast the fireball because there's no chance of affecting the illusion. They did decide, based on what they knew, to cast the fireball. They did decide, based on what they saw, to check for traps.
... but the Urchin or similar thing is an appeal to the DM not a substitution of the game narrative element with another.
The reason the "how" doesn't come up as often as it should in always works situations is because humans are lazy. When there is a chance of failure, it makes a lot of sense and is even necessary to explain how things turned out the way they did. When you can take it for granted that you will succeed, it's much easier to just stipulate that and move on. Explaining the how in that case can feel like artificially layering unnecessary narrative onto the game state. People should still do it, IMO, but I understand why they don't.Sure the abilities "just work," but the HOW is up to the player (and sometimes the DM) and the extent is up to the DM. Lots of opportunities for interesting interactions thanks to the backgrounds! Frankly, I don't think most campaigns utilize them enough.
Not sure if someone already pointed this one out but: the Plot Points variant rule (DMG p269)
@iserith From your experience, it hasn't mattered much, right?And we are role playing. Characters play a role in a story. There is a difference between what a player knows and what their character knows. The player should run their character as if they searched for a trap and did not find one - in both circumstances. They should behave the same way (all other things being the same).

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