D&D General [rant]The conservatism of D&D fans is exhausting.

But realism, verisimilitude, etc. are the literal, explicit words used to describe this. Over and over and over and over. That it is not an artificial, abstract construct used to model things. That it is modeled, as closely as possible, on how things actually behave--and that if an abstraction can be replaced with something closer to the metal, as my programmer friends would say, then it always should be.

That's what that "new simulation" manifesto was all about!
I have never made any such claims. Anyone using belivability and realism as synonyms are using the words differently than me. I am not using the word verisimilitude, as I honestly do not know understand the important neuances of that term. What you describe appear like a kind of realism I do not find fun.

I do not understand half of the words of that manifesto. Hence I have not made any comment regarding it before now.
And yet when I specifically said this--and, indeed, argued that different people see the exact same things as more or less verisimilitudinous--I know for a fact that multiple posters argued against me, quite hard in fact.
Might that be one of the fine neuances between verisimilitudinous and believable? (See above)
So, which is it? Is it believability, a highly subjective standard that depends on the feelings and preferences of the specific people at the table? Or is it the actual practice of resembling things that really are true, of being "realistic", etc.?
I think there are ample evidence, several presented in this thread that show beliveavility is beyond doubt subjective. "Realistic" appear not well defined, as I get the impression various participants in this thread is using that term slightly differently.
Because--as has happened so many times in this thread--as soon as something gets settled, uh oh, it gets upended again a hundred pages later when people decide that the things agreed to previously don't actually apply anymore and the ideas and concepts presented are in fact not that. At which point, any argument can be made, because we hear an argument based on "P is true" for a hundred pages, and then we skip a hundred, and then we hear an argument based on "P is obviously false".

It's hard to have any kind of meaningful conversation when bedrock concepts keep getting shifted back and forth and back and forth.
If you have not been able to distinguish between the the concept I would call "realism" and the concept I call "believability", I would indeed understand you getting confused.
But failing a stealth check does not guarantee that you fall, does it? It simply means you were noticed. Being noticed is not the same as suddenly having guards swarm around you. Quite different, in fact. Guards certainly might do that. Or they might wait until they can catch you red-handed. Or they might not think they have enough people on hand, and wait until they get reinforcements. Or they might make a pretend show of force (because they know they don't have enough people on hand.) Or they might call for the actual police. Or maybe you weren't spotted by a guard, but instead by a scullery maid, who is fearful that if she raises the alarm you'll kill her. Or maybe you were spotted by a disloyal servant who wants their master to suffer. Or, or, or, or...

With the fall, there's one and only one situation. You fall. That's...literally the one and only possibility that can result from "you did not jump all the way to the other side". The two are physically equivalent. Now, perhaps the fall isn't what you think it is! Maybe someone casts feather fall on you after you start falling. Or maybe you get the chance to catch the cliff face. I'm sure I could come up with a list a mile long of "Or..." options--but the point is, by determining that you are not physically standing on(/clinging to/etc.) the other side of the ravine, you necessarily have determined that you are falling. There is not and cannot be any difference; physically equivalent.

"You were spotted" IS NOT physically equivalent to "guards are swarming you."
I said typically with italics for emphasis..

I don't know your experience, but I am pretty sure I have never experienced a stealth roll that has lead to the characters being swarmed by guards.

Edit: I think I now manage to see trough the swarmed by guards example. The thing is: I never call for a stealth check before it is obvious that someone can notice them right here and now, and who notices them is everyone that can notice them that is sufficiently perceptive. This is the stealth resolution - now they are noticed by some people. What the people actually do based on that notice is beyond the scope of the stealth check. For instance in OSR a reaction roll is a mechanic that would often be made use of here.

Others might be using stealth in a different maner, like for instance to see if the thief manage to get unnoticed from the entrance to the safe room. I don't see myself doing that. One reason is that it then is fraught with the kind of issues you seem to point out (Who? When? Why?). If someone having argued they strive for plausibility, and argued against fail forward actually uses this in this way, they would have to answer themselves how they manage these issues.
 
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Holy failed assumptions Batman! Just because we don't use fail forward, does not mean that we want the PCs' lives to be boring. Those two things don't line up.
Who has an agenda that includes making the characters lives boring?
I see other people have already pointed this out, so I apologise if this feels like dogpiling, but this is misrepresenting what @Campbell said. Lacking the agenda of "make the characters' lives not boring" does not mean one has the opposite agenda. Similarly, the characters lives being not boring by virtue of engaging in adventuring (or whatever the game's premise is) is not the same as a GM proactively ensuring the characters' lives aren't boring.

You've been participating in this thread actively and for long enough to know that Campbell was talking about the GM principle as presented in various PbtA games, and your GM style as depicted so far does not seem to approach the role in that capacity, so I'm genuinely at a loss as to why you would find Campbell's comment so contentious.


That said, @Campbell, I do disagree with the assertion that one shouldn't use fail forward if one lacks that agenda. It's perfectly reasonable to use the technique without that principle.
 

Providing "better" examples of fail forward shouldn't be hard. If people use fail forward in their games give some examples of what that looks like.
I have previously provided two, admittedly simplistic/undetailed, alternatives to a yelling cook. If there is genuine interest, I could be convinced to give examples of how I'd handle the full suite of tiered results.
 

I had this discussion with @pemerton. Stealth isn't what dictates much of anything. Perception is. You literally cannot fail a stealth check, since a 1 does not auto fail and all stealth checks successfully set a DC for perception checks against you. You roll a 2 -1 and you get a total of 1, you are seen with perception rolls of 1 or higher. Someone with a -2 to perception who rolls a 2 has failed to see you due to your successful roll of 1.
Unless this was changed for 2024, you absolutely can fail a stealth check. For 2014, Dex (stealth) checks setting the DC for Wis (perception) checks only applies when someone is actively looking for a sneaking character. If the potential observer is not being proactive, then their passive perception acts as the DC for a Dex (stealth) check from the sneaking character.
 


Being interrupted is not failing to be able to open the lock via the lockpicking skill. It's failing due to being interrupted which is different. If you want to add that into your personal game, that's fine, but it's not part of 5e RAW.

No one said anything about being interrupted. The scenario was that the thief made enough noise while picking a lock that the cook heard it. When the thief opens the door, there’s the cook.

As for RAW, if you haven’t caught on, I don’t care what RAW says.

If it made sense, I would probably like it. ;)

As it stands, though, you're adding something to the lockpicking skill that isn't written there. All that's written is the attempt to open the lock with the tools. Then succeeding or failing at that with the die roll.

Yea, it’s not written in the very sparse description presented in the book. I’m using common sense and creativity to come up with another way to handle the outcome of the attempt to pick the lock.

If I stuck to RAW then no thief would ever make too much noise when picking a lock and all locks would be capable of being picked in six seconds… which are absurdities.

One of the good things about having a GM is that they can help with rulings where the rules don’t quite handle things on their own.

Because RAW lets you pick a lock in 1 action, which means all it takes is 6 seconds or less for an attempt with no penalty to the roll.

Yeah, that’s just dumb.

I rarely make a mistake here. The players let me know where they are heading and which route they want to take. It's pretty hard to go wrong, though on very rare occasions they do change it up for some reason or other.

So you only ever accomplish one hex in a game session? There’s never more than one such decision point made by the players per session?

And what about in more specific locations? Not wilderness travel, but dungeon exploration? Do you use random encounters there? If so, how can you possibly predict all their potential movements to the point where you have all the possible random encounters ready to go ahead of time?

Searching doesn't trigger a roll. Time does.

And searching takes…?

Because some of us like sandboxes and/or living, breathing worlds. We don't wait and have the world and it's inhabitants spring into existence when the PCs show up.

Except farriers!

"CHECKING FOR RANDOM ENCOUNTERS
You decide when a random encounter happens, or you roll. Consider checking for a random encounter once every hour, once every 4 to 8 hours, or once during the day and once during a long rest-whatever makes the most sense based on how active the area is. If you roll, do so with a d20. If the result is 18 or higher, a random encounter occurs. You then roll on an appropriate random encounter table to determine what the adventurers meet, rerolling if the die result doesn't make sense given the circumstances."

I’m gonna tag @AlViking here. Al, this is the kind of legacy rule I was talking about. Read the above. There is no actual system there. There are multiple suggestions for methods to determine a random encounter but they basically cover the gamut. You can simply decide or you can roll every so often, or that often, or this often.

And this doesn’t connect to other elements of play the way it did in earlier editions. Searching a room for treasure or a secret door took time, which meant you risked a random encounter. It created a decision point for the players.

Now, it’s just a suggestion to the DM to either make something happen or roll some dice to see if something happens… whatever you want!

Show me where it says that you have to roll in the moment for those time intervals. I roll for the same exact time intervals that a DM rolling in the moment does. 🤷‍♂️

It doesn’t. Nor does it say you should roll them ahead of time. As I just explained to @AlViking above, that whole section is so vaguely worded as to allow for pretty much anything, and that’s intentional… because they wanted existing players and GMs to read their own method into it. Most such come from prior editions, most of which said to roll in the moment.

Frankly the idea that you can make all such rolls ahead of time seems strange to me, but I believe that you and some others do so. I don’t think it’s by any means the norm. And as far as processes go, that’s fine! But this part of the discussion was about how rolls are used to determine elements of play during play rather than ahead of play, so I don’t think your change to this is relevant in the broader sense.

Then it maker even less sense. A skilled person isn't going to make a lot of noise compared to a more skilled person.

I don’t know why you continue to compare two people. There’s only one thief. It’s about failure and what that means versus success and what that means for that thief and no other.

You are also I think mistaking what the die roll is for. The die roll doesn't represent the quality of the attempt. Meaning that a 5 isn't less quality than a 19. It's that the number represents the best attempt that PC can make being enough or not.

How is “best” not a quality of the attempt?

A roll of 5 means that the best attempt isn't enough. A 19 plus modifiers represents the best attempt being enough.

Sure. I don’t think this is contradicting what I’ve said.

My point is that on a 5, instead of simply failing to pick the lock, instead the thief makes enough noise to attract the attention of the cook.

An expert lockpicker isn't going to be putzy 25% of the time just because the die rolls low that often.

Okay.

Not by RAW.
I'm not saying you can't rule that way. I'm saying your homebrew isn't applicable in a discussion about the game rules.

But we’re literally talking about ways to do things differently than have been done traditionally. So yeah, it’s absolutely relevant. And insisting on RAW being the only thing that matters misses that point entirely.

I thought it was pretty self-evident. We're calling what we do quantum as well. Us quantum. You quantum. That's both sides.

And we aren't applying either as a criticism. We're saying that for us personally, one is okay and the other isn't.

Right and it’s that inconsistency that’s the issue.

Except that I do have an agenda of not making the characters'(and players') lives boring, which can be done in conjunction with fidelity to the prepared setting.

Well are you a neutral arbiter?

Or are you making all decisions with the principle of “make the characters lives not boring”?

Those two things are at odds.

This is a wild claim. It assumes that fidelity to a character must be measured externally, as if there's an authoritative benchmark. But that's an odd standard. It dismisses a person’s ability to assess their own thoughts and intentions.

Lacking some external signifier, how would Mike ever know or think that Mary is playing her character unfaithfully?
 


Something involving a harvest ritual and a sacrifice, perhaps?
M8DWIMA_EC005.jpg
 

Yes. As @hawkeyefan said, "quantum" seems to mean the GM decides in relation to an external prompt in a way that I don't like.

If there's a different account to be given, I'm happy to hear it. But as I posted, I can't see what it is: that is, I am not seeing what narrating the farrier when prompted by a player and narrating a monster when prompted by a wandering monster roll have in common, that neither has in common with narrating a cook when prompted by a player's failed check, as far as "quantum-ness" is concerned.
Sorry, this quantum nonsense is getting tedious. Yes, someone did use the word "quantum" about a phenomenom they didn't like and that they thought had associations with quantum mechanics. There was a bit back and forth until I stepped in as an actual MSc And validated both side's conception of quantum - and gotten what appeared to be a consensus that "quantum" in this extended sense is not a problem in itself. After that I have not seen quantum used in a problematic way without pointing to this, and it is quite a time since that has happened before now.
 

It's a group game with group dynamics. If one character has inherited wealth and power it's not fair to the rest of the players at the table. But thanks for making your opinion clear that if we don't care for your choice it's only an issue if we're childish. It helps me put the opinion into perspective.
Touchy much? I never said anyone is childish except some hypothetical person who can't play with others.

And I am going by a metric ton of experience here. You decide your character is Little Lord Smarty-pants, that's fine. Now the conflicts you will deal with are going to be framed around that! If another player wants to indulge in the same game, that's fine she can be Princess Fish Girl III, whatever! It's fantasy, let go!

As I went on to say, it's possible some things are out of bounds, they undermine the genre, clash with some premise that was established, or set an unwanted tone, etc.

I will further say that I again find your objections are rooted in some kind of obsolete notion of a kind of play where giving one player more gold is unfair because it's a measure of victory and thus skill. So, yes, if you want to play in a '70s style skilled play classic fashion with pawn stance PCs that compete to be the first one to get name level, then by all means quash any talk of backstory. But I'm pretty sure most posters here are not playing THAT game!
 

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