D&D 5E Out of Combat Woes

You can also run this game without ever using a DC other than 10, 15, or 20 and it works fine.

Agreed. While I personally prefer highly granular DC's generated by a lot of process simulation, static DC's that correspond to broad difficulty categories work just fine as well - particular for off the cuff things where you don't want to slow the game down. My example of calculating the DC of convincing a guard to look the other way or otherwise not hinder your escape attempt ended up at DC 24. If a DM had just said, "Well, that's an extremely hard thing to do, so let's call it DC 25.", that would have ended up with nearly the same result and been just as fair and reasonable. The only thing you have to avoid is calling for very high DC's as a means of saying "no", and calling for very low DC's as a means of saying "yes". The extra granularity does represent a bit of a burden, but is offset by things like it helps insure your motives are pure that collectively is for me worth it (but wouldn't necessarily be for everyone).
 

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It could be said that smart play (as a player) is to avoid making ability checks. Think about it: Would you rather just succeed or would you rather roll and have a chance of failure? So a spell is clutch for just that reason - you remove the risk by expending a resource. Consider the same formula when adjudicating success, failure, and uncertainty when a player is trying to overcome a challenge. If they spend a resource and state a reasonable approach to their goal, grant success. A resource can be just about anything in context, including time (e.g. DMG, page 237, "Multiple Ability Checks"). It's only when they can't or don't spend a resource or their approach is on shaky grounds that they should have to roll. Of course, some of this depends on your view of the role of the dice in the game (DMG, page 236-237). I advocate the "middle path."

You can also run this game without ever using a DC other than 10, 15, or 20 and it works fine. I find what players really care about is knowing the stakes before the roll and that failure should be fun and interesting for the players, even if it totally sucks for the characters.

That's an interesting perspective. I'm curious though. Do you ever find that skill checks are used rather rarely with this style? Depending on the specific events that come up in the session, I could see players only rolling maybe once or twice each if you allow them to basically barter their way through the scene. I say barter, because it seems the closest description to the idea of exchanging resources for a desired outcome.

I'm not sure how that would work at the table. Do you ever find that your players devalue skills in your games, because they know they won't come up very often if they're creative?
 
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I guess I'm just hoping to hear some examples from posters on how they run the game outside of combats. How do you resolve scenes like chases, infiltrations, a political soiree where you're trying to coax out info, a trek in the wilderness trying to find an ancient ruin, etc. Do you use skill checks? How do you determine who gets to go, how many checks are involved? How do you determine DC's?

Really, any suggestions will help.

My advice: put the dice down and let the game tell you when to pick them up. Skill challenges work well in very structured formats (like perhaps a Living Whatever event at a hobby shop) but can feel artificial. Instead, just try to do these elements organically and naturally in a home game. Flesh out NPCs and their motivations and triggers. When the PCs intersect with what you've fleshed out for the NPCs, seize the moment and make something happen. What does and doesn't require a check will flow naturally out of it. Eventually your players will start to pick up on these situations and begin asking if they can make checks. You want their thought process to be an organic "interacting with the world leads to looking over my skills" not a mechanical "looking over my skills leads to interacting with the world". Skill challenges, over time can reinforce the latter approach.
 

Jot me down on the side of the "stop running the artificial "skill challenge" mechanics" team (jot*jot*).

Role play it. Sure, roll some dice against a DC with a skill/proficiency modifier for the stuff that you don't know/aren't sure how things would happen/play out. But other than that, an exploration or interaction scenario shouldn't require a "skill check", to try using the 5e terminology and get out of the 4e trap-lingo of "skill challenge."

The issue of non-combat scenarios being "uninteresting" when compared to combat is twofold, as far as I can tell: 1) because of the mechanical construct you are using. You are running non-combat essentially as a combat, with initiative and what each person wants to do and rolls for everyone when it could [some would say "should"] be significantly more free-form and dynamic than that...and it is not creating the same excitement/level of "interesting". Why? ...2) Because it's not combat! Action is infinitely more "interesting" than no action. The thrill of the hit, the potential for damage...or death! That rush of victory. In combat, most times, even unspoken, your PC is fighting for their LIFE! Rolling to see if you convinced someone to tell you something? Just not going to stand up. It's just not going to compare in the same way.

That is not to say out-of-combat scenarios can't be interesting or impactful on the story/plot or that they should not be interesting or can't be exciting. Far from it! But, comparing the level of exploration and interaction to the levels of excitement experienced within ["the heat of"] combat is, ultimately, an unfair attempt at equivalency.

Not every interaction or exploration requires, as you put it earlier, "an element of randomness." [from the dice rolls]

Drop the mechanics you're using. Role play the situations. Roll, as needed, for specific difficult "stunts" that could go either way. But for the most part leave the dice out of the non-combat stuff, particularly interactions.

Exploration is a little different, since things like Perception and Investigation often need to have a chance of failure. Athletics checks for long jumps or tough climbs, and that sort of thing. But as others have said, more thoroughly and eloquently than myself, let the obvious/simple/move the game along stuff automatic.

There's no need for an initiative roll unless you're going into combat or there's some kind of time-sensitive multiple parties trying to do the same thing at the same time and the outcome matters/is hugely important..."Who gets through the chamber's only doorway before the slowly lowering stone block closing over it hits the floor?"


To illustrate how I would play a few examples, from elements brought up in the thread:

The PC trying to intimidate someone. "I [the big fightery PC] glare at the elderly frail merchant to intimidate them to give the magess the cheaper price and stop trying to cheat us." [Not particularly "nice", but ya know, players. Wutcha gonna do?]

DM: The merchant takes an uncomfortable look at you and knocks his price back down. No rolls needed.

"I glare at the oily looking official demanding the bribe/tax to wear our weapons in town."

DM: Knowing this NPC is a self-important weasel of a man, desperate to flex the limited "power" of his position on all outsiders. "The bureaucrat raises an eyebrow at you and says, "Is that a threat? The weapon-carry fee is [now double what he told you before]. Pay it or leave!" His back straightens and the two town guards behind him take a step forward." No rolls needed...yet.

"I glare at the noble man to intimidate him to let us go with our payment. Appearing as menacing as I can that he doesn't want to start trouble with us."

DM: Knowing this is an NPC with no class levels to compete with the PCs but near complete control and loyalty of his men and guarding against the PCs discovering his deeper schemes. Returns your glare, nonplussed and opens his mouth simply to shout, "GUARDS! Show them out." [tossing you your pay but not giving you time to count it] No roll needed...til the initiative for a throw down becomes apparent.

"I glare at the barkeep to give us the information we're looking for."

DM: Knowing the barkeep is a relatively stand-up guy, sorta docile, good business man who doesn't want any trouble in his place...or he's whatever, but you know he's just kinda "Joe Commoner" and not really "invested" in keeping the info one way or the other. "Make the Intimidation roll."

Here's a different one: The party is trying to break into a suspect's/store's back door via a locked cellar door in an alley. The rogue is doing their lock pick thing and a patrol of town guard is coming down the street. The ranger is crouching with bow at the ready behind some barrels while the Fighter and Magess come out of the alley to try and distract the guard before they can round the corner/pass the alley.

Rogue: doing the lock picking, needs to roll a Sleight of Hand.

Ranger: Doing nothing really. Just ready to stick arrows in anyone who comes around the corner that they don't know. If they are trying to be in the shadows or whatever, I'd just let them have the stealth...or you could have them roll if they would rather/think they should/want to.

[the added bonus here is the appearance of "magnanimous DM" when, sometimes/on occasion/often, players might think they will "need" to make the roll and you, kindly DM, just "give it to them." Building trust/"cred" with your players in this fashion, I have found, makes it more likely they are willing to accept when you do things "tougher"/demand rolls for other/different situations.]

Magess: Trying to play the lost tourist is doing her best to keep the guards talking and busy. Persuasion for her? Depends on the roleplay.

Fighter: Just adding to the confusion without seeming intimidating. Is that a "Help Action" to the mage's persuasion? Sure, why not.

The only roll that NEEDS to be made there, is the thief's. There is no need for "initiative." There's no need that everyone has to roll for their particular actions in the situation.

Certain circumstances, obviously, change the dynamic/possibilities. Are the guard coming specifically to this shop because they had a tip off that someone was trying to break in? Are they actually looking for these adventurers for something/disruption they did earlier in the day? Are they looking for someone else? Is the weather bad/cold/rainy and they really just want to finish their beat and get back indoors? Are they purely corrupt and don't care what the PCs are doing if they're given a handful of gold? As DM, you're the only one that can or should know those variables/factors.

All of these factors can change reactions and attitudes. But none of them require rolls. They could probably modify any rolls being made though.
 
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I know there are other styles, but have personally never seen them work.

I think there is a time and place for a descriptive style, but in general I agree - "active" and "descriptive" are not equally good.

If you were reading a book, and the dialog was done in a descriptive style, or you watched a movie without dialog and just a narrator summarizing what characters said to each other but the actors never actually said anything, you'd pretty quickly pick out what was wrong with the approach. The descriptive style is fine for a book report or an encyclopedia, but is likely to be as dry as a book report or encyclopedia. The descriptive style is too clinical and distant. I'm really not saying here anything any creative writing teacher wouldn't also tell you if you were trying to create in other mediums. "Showing" is generally better than "telling", and is almost always better when the goal is to create dramatic effect. "Telling" is used only when you need to skip past less important context setting exposition, to quickly bridge between dramatic scenes.

As I explain in my essay on how to railroad, because "telling" is a sort of handwave of the action, it is also way to railroad players, and a DM should also be conscious of this fact when making the decision to "tell" and of what he tells. In particular you should be careful to avoid telling player's what the PC thinks, what the PC feels, how the PC acts, or what the PC infers. DM's that do lots of "telling" invariably unconsciously do this, and often a lot. You often see this fault even in prepared text of a professional adventure where the author unthinkingly tells the player how his character emotionally responds to the scene.
 

Maybe this is what I should stick to? Sometimes I wonder though, from a player perspective, is it always fun if any time the DM describes something, it's important to the story in some way? Basically, nothing is really window dressing. If a cart breaks down near them, its worth investigating?

Maybe it's all in how I describe it. Setting ambiance when they enter town is one thing, but making up random events that don't serve a purpose might be not worth the effort. I'll keep that in mind, Celebrim.
It's probably important here to determine the player expectations versus your (as the DM) intentions.

Basically, any encounter added in purely for verisimilitude is going to slow the game down if the players have any expectation that the DM is going to try sneak things by them if they don't investigate the plot hook. With table time being limited, most players are going even something as random as a broken cabbage cart is really an invitation to look for the loaded Chekhov's gun hiding under the cabbages.
 

That's an interesting perspective. I'm curious though. Do you ever find that skill checks are used rather rarely with this style? Depending on the specific events that come up in the session, I could see players only rolling maybe once or twice each if you allow them to basically barter their way through the scene. I say barter, because it seems the closest description to the idea of exchanging resources for a desired outcome.

I'm not sure how that would work at the table. Do you ever find that your players devalue skills in your games, because they know they won't come up very often if they're creative?

No, I don't think so. Ability checks are common enough. Sometimes circumstances simply make an approach uncertain and that's something they can't necessarily change (though they might improve their odds). Other times they act without a complete picture of the situation (their own "fault") and uncertainty comes into play. If they can swing it though, they do try to shoot for straight success. It's the smart play and in my experience players like their cleverness, preparation, or the like to pay off. When their approach falls short, they've still got their characters' stats to fall back on.

Exchanging resources for a desired outcome might also only improve the odds instead of remove uncertainty. Everything is a case-by-case judgment call based on the situation and the players' stated approach.
 

RE: Skill Challenges.

One of my former 4E DM's ran his sessions without ever using the words "skill challenge" during the game. He just asked for skill rolls after we declared what our characters were attempting to do. At the end of the session, he awarded experience, and informed us what each encounter was worth, then he'd add something like, "Oh, and you completed three skill challenges." And he'd award XP for those, too.

And we'd all ask "What skill challenges?" because the way he ran them was completely seamless. He just incorporated them into the narrative without ever saying a word, and the game went right on without a hitch. IMHO, that's how skill challenges should be executed, if they're used at all.
 

Organic flow is the ideal situation, but rolling a dice need not interfere with that organic flow. What I think you need to do is let the role-play flow until its reaches some sort of climax, then as you reach that climax use the dice to resolve (or heighten) the tension of the scene. At some point in a scene, you're going to reach the point where the outcome is doubtful - the NPC may or may not be offended, may or may not be emotionally moved, may or may not be intimidated, or may or may not be persuaded.

The adjudicated fortune rolls are as preferable to the DM entirely relying on his own judgment here, as there are to the DM relying entirely on coin flips. The specific features that are desirable are:

a) The players get a sense that the world is fair and reasonable, and that it's not actually just wholly governed by the DM's whim. This is particularly true if the DM can show the players that things aren't actually wholly arbitrary. Without a fortune roll, the players will get the sense that the outcome of social situations is basically preordained, and the DM is likely to overrule their specific plans because he doesn't like them.
b) The players get a sense that the NPCs are not merely avatars of the DM's will and preferences, but independent subcreation with their own feeling and opinions. This is particularly true if the DM can show that the mechanics of the fortune correspond to features of the imagined world. Without a fortune roll, player's are likely to get the sense that they aren't actually negotiating with the NPC's, but negotiating with the DM. And in many cases they'll right.
c) The players get a sense that investment in social skills will be rewarded in play. Without a fortune roll that demonstrably has meaningful results, charisma and everything related to it is a dump stat. In 1e, I use to DM much as you describe with only rare reliance on fortune rolls and only for really what you admit is "some minor point" and not for the "important concepts". The result was predictably that charisma was the least valued stat, and that players tended to rely on their own charisma (and were being unwittingly judged by me on the basis of their charisma) and the outcomes of such play were almost always my own unreflected upon preferences. It was often fun, particularly because I've always been pretty good at making interesting NPCs (or at least, my players have long so complemented me), but looking back it wasn't as great as it could have been.
d) By avoiding the fortune roll, what you are essentially telling players with poor social skills - shyness, poor self-esteem, speech impediments, autism spectrum problems, etc. - is that they aren't supposed and aren't going to be allowed to influence the game, at least in social situations. You might coax these persons out of their shell in other ways and by skilled DMing, but social situations in game are as likely to be as stressful and frustrating as they find them in the real world if what you are judging (consciously or unconsciously) is their skills rather than the character's skills. That's the reason that I most like to judge content, and leave the dice to judge style and sophistication of the delivery.
e) The dice, especially when thrown in the open for dramatic effect, represents a point of natural drama in the play. In a book dramatic tension occurs in those points where its clear fate is hanging in the balance and the reader eagerly devours the page to find out what happens. The throw of the dice in a game is an equivalent moment, the better because it can be shared. Everyone hold's their breath; the dice clatters. The players are briefly suspended in an emotional moment, and the dice when it comes to a stop is going to release a torrent of some sort of emotion - tragedy or victory is at stake.

I don't disagree with you. I just do not happen to rely on a bunch of rolls. Having low Diplomacy skills in the group means that when I do ask for a Diplomacy roll, the group is going to fail a lot.

But there are definitely skills that come up more often at my table (perception, stealth) over others (religion, diplomacy) which could be viewed as rewarding only certain skills. But, all skills come up at some times and our group often tries to ensure that they have someone trained in the vast majority of skills. I could see a given DM in a 20 minute roleplaying session asking for 8 or 12 diplomacy rolls whereas at my table, there might only be 1 to 3. I just don't let rollplaying dominate the roleplaying (I also go way out of my way to attempt to adjudicate NPC actions based on what I think they would fairly say/do). And fortunately, we do not have many shy players at my table (my wife is probably the most quiet, but the rest of the table can be quite vocal both with me, and with each other).


But to give the players a sense of fairness, I handle it a lot simpler. Once in a while, I ask for a "high is good for the party roll". It's often not modified by anything.

Example:

Player: "I want to go to the shop and buy a few potions of healing."
DM: "Roll a "high is good for the party roll"."
Player: "12."
DM: "12 is good enough for a single potion, but that's all they have remaining."

Player: "10."
DM: "Not high enough, they have no potions."

Player: "19."
DM: "With that high of a roll, they have 4 potions available."

All of this is DM whim, but it doesn't necessarily come across as DM whim. I also do not necessarily roleplay the conversation with the shopkeeper unless either a) the player wants to do so, or b) I want to hand out other information to the group via the shopkeeper. Yes, roleplaying the shopkeeper every time will result in unexpected adds to the game, but we only get to play once every other weekend if lucky, so I tend to cut to the chase.

I pretty much always speak with NPC's "in character" unashamedly relying on my terrible accents and lame acting skills to at least mark that I'm "in character" even if they aren't as entertaining as I'd wish them to be. But I still find that I regularly have to prompt players to engage IC, because they have a tendency to switch to OOC when speaking to each other (until they are highly skilled indeed) and then continue in that mind frame when turning to address the NPC. Also many players with some prior experience have poor habits that I need to help train them out of and which they'll fall back into from time to time. The goal here is to eventually get into a 'flow' state where IC interaction can be begun in a completely natural manner and becomes its own special additional joy of play.

The simple solution is to not allow players to discuss in game stuff during a roleplaying conversation session. Sure, they can joke and such, but I just don't allow them to discuss options and tactics mid-scene. If they do, I point out that "the king is listening to their discussion".

Wait??? What? No, that doesn't follow at all. The skill monkey in my party has enough ranks at least a half dozen skills, that he never fails at all any task with DC 15 or less (which is most ordinary tasks). The 'face' in the party has like a +16 in diplomacy. Even if the player rolls a 1 or 2, usually nothing bad happens as the character on her worst day is still extraordinarily likeable and persuasive and achieves an above average result. Your conclusion follows only if the difficulty of a situation automatically scales to match the PC's skills. But that is wholly artificial. The way I look at the world is almost entirely the reverse of that. As the PC's increase in skill they begin to automatically succeed in tasks that are truly challenging, while at the same time heroic and seemingly impossible tasks they now have small chances of succeeding in. Rather than discouraging players from attempting things, this encourages them to attempt things since they rarely are worse off for the attempt than they would have been doing nothing.

I don't hand out rolls if a player is going to auto-make them. So yes, if a DC is high enough that a roll is required, than a 1 (and often a 2) is going to fail. Your assumption on my conclusion was incorrect.

Why have a roll at all if there is no chance of failure, and why have a chance of failure if nothing bad actually happens with the failure (at least minimally, time is wasted and the roll has to be made later on to succeed)?

Now, there could be skill checks where DC 15 automakes, but DC 20 gains something above and beyond, and DC 25 gains a ton. But, those skill checks tend to be a bit few and far between at my table. Yes in those cases, a roll of a 1 still makes the DC 15 check (at very high level) and nothing bad happens. But I just do not hand out "above and beyond" in a lot of cases, just because someone rolled an 18 on the die. You try to climb out of the pit with an 18 roll on the athletics D20, you climb out. It still took x amount of movement. You were merely successful, you did not do it in record time or any such thing.
 

RE: Skill Challenges.

One of my former 4E DM's ran his sessions without ever using the words "skill challenge" during the game. He just asked for skill rolls after we declared what our characters were attempting to do. At the end of the session, he awarded experience, and informed us what each encounter was worth, then he'd add something like, "Oh, and you completed three skill challenges." And he'd award XP for those, too.

And we'd all ask "What skill challenges?" because the way he ran them was completely seamless. He just incorporated them into the narrative without ever saying a word, and the game went right on without a hitch. IMHO, that's how skill challenges should be executed, if they're used at all.

I can go either way with skill challenges, both in playing them or presenting them. Given how there are Primary Skills, Secondary Skills, and Advantages, with a number of recommended DCs by complexity, it can be presented as a fairly tactical affair on par with combats. DCs go up for "spamming" Primary Skills, utility powers can be applied, Aid Another and Secondary Skill bonus seeking employed, Advantages that have a cost or tradeoff attached, etc. It can be very much a tactical game, not as much as a combat of course, but on par with it. The mechanics generate the fiction. That can be a lot of fun and every bit as flavorful as skill challenges done another way.

Know your audience, of course, before deciding which route to take on that. (And this is obviously a 4e thing, not a 5e thing.)
 

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