Bawylie
A very OK person
I have not seen anyone who advocated a "player decisions dont matter" or a "roll everything" crowd. I haven't even seen a case where anyone is saying player decisions wont affect chances of success and fail at all during their game (as you make reference to "a game " in which those blah blah..
if you got cites for that, by all means post them. But i see what you are describing as a parody of what is being said.
Why?
Almost everybody in the "not the side of balance you prefer, i think" admits to using the advantage/disadvantage process for (mostly what the Gm describes as) things that would help or hinder success.
Additionally, there is the scope of success/fail, right? Are we talking success/fail on a check or success/fail at a goal?
Take combat, the player makes a ton of decisions, who to attack, who to heal, which weapon, do i rage or not, do i use sharpshooter or not, etc etc etc etc that *influence* the results of the actions but for the large number of them whether or not an individual action succeeds is in the hands of the dice (especially if it directly affects the adversaries.)
So, the descriptions don't always or necessarily even most of the time affect the die rolls or odds on the task level, but whether or not the choices of targets, timing etc make sense within the fight has a huge impact on whether or not the goal is achieved, the fight is won.
Consider a fight in which say a fighter was rolling randomly for each turn what their actions were (even if limited to who do i attack, where do i move and what weapons do i use) vs one where the player is choosing the actions for his character. I would suggest that in the vast majority of cases the fight would be more likely won by the latter, player choices, than the former.
So, even if the player choices never "influenced" a single die roll and certainly do not auto-success any attack, they still have a major impact on the success and fail, right? Player choices matter.
But, it seems to me the real differences being put forth here are not that at all, but (as i said earlier off of your previous example - thanks again) how often does the Gm put a "auto-win without checking character" option to solve the challenges that matter? How often is it able to be solved soleey at the player side before the character stats even come into play?
In the example i gave above, the player choices greatly influence the outcome, the result but at the various stages it is the character specs that guide the mini-resolution.
Contrast that to say a game in which it is seen, put forth and even proclaimed that getting to even use your stats in a roll is cheating yourself because you see there are so often "no spec needed" auto-wins?
That seems to me to be the bigger divide here.
Not the extremes you put forth as your portrayal of "the other side".
As pointed out earlier...
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So, this is I think at part striking at the core of that "balance" the DMG mentions in its Middle Path and the others.
How often do you have challenges that matter that are*:
A only solvable by #1
B only solvable by #2
C that are solvable by either #1 or #2
D Only solvable by both #1 and #2 used in tandem
* Perhaps this is better expressed as "how often does our resolution process result in cases actually being solved by:" since that is what the players see in play and that shapes their views going forward.
Where:
1 An absolute correct answer - if I do this, if I say this literally in this case, I get thru. No checks, no character skills needed. Just pick/guess the right key/way AS PLAYER and walk thru. There may even be more than one absolute answer - more than one just "choose the win."
2 A way to use a CHARACTER's skill check (ability check) to get thru. May be more than one way to "check the win."
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I’m afraid I don’t understand most of your post. I’ll attempt to address what I do understand.
I’m more concerned with success/fail of a stated action than of a check. To me, a check is a process by which the outcome of an action can be determined. The check itself is not anything that is happening in the game world - it’s a game process happening outside the game world, the result of which determines the outcome of the in-game action (in cases where the DM cannot make that determination themselves).
Even in combat, I adjudicate the player’s actions to see whether dice are even required. I think everyone must. Surely “I rage” is an action that doesn’t require a check. Likewise, taking in-game actions to set up a Sure-Thing (in my game we call this “check-mate”) is an auto-success that bypasses the process. (By way of example, I had a player take an enemy captain hostage and put a dagger to their throat. By the game rules, that dagger doing 1d4+2 could never kill that captain outright, regardless of the die roll. But that’s dumb! So the judgment kicks in and I rule that captain is check-mated. The player can auto-kill that captain if they choose to do so).
Finally as to whether the DM “puts in” solutions, I can only say I don’t put in ANY solutions to obstacles. Any player’s approach may be a valid/possible, invalid/impossible, or automatically successful. But I won’t know what to set the DC at (if at all) until after I hear how a player sets about overcoming that obstacle. So for me, declaring “I’m going to make an insight check” isn’t a sufficient declaration. I’d like clarification. What do you hope to find out? How are you finding it out? If you just rolled and I didn’t give you anything close to what you intended as a result, you might reasonably feel that was a waste of time or that your investment/action is of little value. By clarifying before the roll, I can at least ensure I’ve faithfully carried out what you proposed when I narrate the result of the roll.
Like if you rolled a 22 and I said “He’s a lecherous NPC motivated by sensual pleasure” you might be like “well, great but I was trying to find out if he’s working for the mob.”
To estimate, I would say 15-25% of actions taken in game result in automatic success or automatic failure (although in the case of auto-fail I usually say “your character knows this won’t work - you want to try something else?”). The remaining 75% of actions are usually uncertain enough to require checks. However, that includes combat. Out of combat id estimate it’s closer to 50/50.