hawkeyefan
Legend
Now you are calling people who disagree with you delusional. This is getting increasingly insulting.
No. You really need to stop twisting things people say to justify your pearl clutching.
I said that when we look at someone attempting a task, ignoring the context of the situation... why they're attempting the task and related details... seems delusional.
Obviously whatever consequences may occur depend entirely on the context.
Unless you want them to, I suppose...
No, want has nothing to do with it. The real world doesn't work with dice rolls and a GM making decisions.
Trying to pick a lock has stakes, namely whether you can get beyond it or not. There may or may not be any threat of harm involved, but there's still no guarantee they'll get the lock open. They might have to resort to boots or crowbars or a different point of entry.
But it has stakes beyond simply the picking of the lock. There are other potential consequences.
No, but life is, and a completely mundane example seems to have got my point across.
Not at all... I showed how it could have a consequence other than just an unopened pickle jar.
But as far as games go, I wouldn't expect a game to even worry about such mundanity, or if it did come up for some reason, I wouldn't bother gating the opening of the jar with a roll. I'd just say "You open the jar... now what?"
They do what they can to remove, avoid, or mitigate the dangers before those bad things have a chance to happen. If they can get it down to failure meaning "nothing happens" that's a good result for them; then they just need to reduce the chance of failure in order to make it more likely they'll get what they want.
Mitigating risk is one thing. Refusing to proceed unless all risk can be mitigated? That's another. You've described plenty of instances of play where players have been less cautious. You've even advocated for PvP with "Let them fight, says I" even though this would obviously be against their best interests.
If your game actually grinds to a halt once danger rears its head then I'd say it's probably the worst D&D game ever. I don't expect that's the case, though, so why you're trying to argue this is beyond me.
I know were I a player in a game where I knew that every time I failed at some task that the fiction suggested carried little to no chance of dangerous consequences and yet something was still going to hose me anyway, I'd do whatever I could to find can't-fail means of achieving the same ends.
But this just displays a continued misunderstanding of the idea. If we took a session I run of Stonetop and one you run of your version of D&D, then yes, a roll in Stonetop is likely weightier than one in D&D. But there will almost certainly be fewer rolls.
If the fiction suggests little to no chance of dangerous consequences, then I'm not going to ask for a roll. I'm only going to call for a roll in Stonetop when there's something at risk. If there's no risk at all, then I'm simply going to allow the character to succeed.
Also, the idea that if a character fails, they're getting "hosed" is just... I don't know... it seems adversarial even for D&D.
Which seems to go against the idea of "accepting the risks" that some of these games seem to expect, but sorry - no matter what the game, I play in survival mode. Self-preservation is job one. Preservation of my companions is (usually) job two. Mission accomplishment is job three or four or five depending whether I care about it in-character. And when there's an unavoidable risk needs taking I'm happy to take it, but I'm going to do everything I can to better my odds of survival before diving in.
Okay.
An indirect potential downstream consequence, beyond the scope of immediate task resolution.
It's a consequence has been my point. You guys are fighting tooth and nail to avoid saying what's incredibly obvious.
When you're resolving a task, what matters is the resolution itself. Not the whys and wherefores, not the history, not the future, but right now. History's done, and the future is as yet undetermined; and while the future will very likely be affected by how your task goes, it's rarely if ever locked in beyond your next opportunity to do or try something else.
I can put the lock-picking in historical and temporal context when looking back on it later, after the whole break-in situation is finished, aborted, or busted.
So Thief A is in lock-picking class with his guildmaster. They're practicing picking a lock.
Thief B is in a dark alley about 20 feet from a well-lit street. It's late at night, but there may still be people about, certainly the watch is still on patrol. There's a light rain, but it's only a little more than a drizzle. Thief B is trying to pick the lock of a merchant's office so he can steal some documents for a rival merchant. He'll also see if there's anything of value that can be taken.
According to you, these situations are identical?
look at it this way, cancelling the date as a result of failing your test isn't a consequence of failing your test because you didn't get the date in the first place as a result of you taking the test.
your date didn't say 'if you pass your driving test i'll go on a date with you'
Sorry, but this isn't accurate at all. It doesn't matter whether her agreement was based on me passing the test or not.