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<blockquote data-quote="Swarmkeeper" data-source="post: 8338576" data-attributes="member: 6921763"><p>In 5e, the rules do state that one only calls for a roll when there is a chance of success, a chance of failure, and a meaningful consequence for failure. Sometimes, a player states they are searching for traps when there are none to be found <em>and</em> there is no time or other pressures - yeah no roll, the adventurers are capable at their jobs. Give them a win and move on to the more exciting parts of the adventure.</p><p></p><p>But that needn’t be the standard state at all times - which puts Ron Burgandy in his place. Sometimes (often?) there is time pressure (or baddies nearby or other such stakes), in which case the DM can invoke success with a setback on a failed roll. Tell the player the DC and let them know the stakes: 1) on a success I’ll tell you if you find a trap and you’ll know this quickly 2) on a failure, I’ll tell you if you find a trap <em>but</em> the search will take more time/make more noise/cause more distraction than usual and… bad things.</p><p></p><p>Alternatively, no success on a failure: 2B) not only will I not tell you if there is a trap but time/noise/distraction = bad things.</p><p></p><p>TL;DR: avoid “nothing happens” as a failure state and your game will run much more smoothly.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8338576, member: 6921763"] In 5e, the rules do state that one only calls for a roll when there is a chance of success, a chance of failure, and a meaningful consequence for failure. Sometimes, a player states they are searching for traps when there are none to be found [I]and[/I] there is no time or other pressures - yeah no roll, the adventurers are capable at their jobs. Give them a win and move on to the more exciting parts of the adventure. But that needn’t be the standard state at all times - which puts Ron Burgandy in his place. Sometimes (often?) there is time pressure (or baddies nearby or other such stakes), in which case the DM can invoke success with a setback on a failed roll. Tell the player the DC and let them know the stakes: 1) on a success I’ll tell you if you find a trap and you’ll know this quickly 2) on a failure, I’ll tell you if you find a trap [I]but[/I] the search will take more time/make more noise/cause more distraction than usual and… bad things. Alternatively, no success on a failure: 2B) not only will I not tell you if there is a trap but time/noise/distraction = bad things. TL;DR: avoid “nothing happens” as a failure state and your game will run much more smoothly. [/QUOTE]
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