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

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.
Passive perception is still a stealth check, it's just not rolled. In both passive and active situations, perception still controls the situation in 5e. I don't have the 5.5e PHB, but I recall not liking the stealth mechanics for the new half-edition. I like about half of the changes, but not the other half and stealth was in the half I disliked.
 

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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.

Up to you ... and sorry if I don't remember any specific examples not related to unlocking a door but there have been a lot of posts. There are times when I could see using something that people could call fail forward, the example given was climbing a cliff and rolling to see how long it took to get to the top. In that case I would say the outcome was guaranteed and rolling to see how long something takes (without any other penalty) is not what I've seen others call fail forward.

So I would be curious what you think, even if I don't think it's my job as GM to drive the story forward.
 


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!

So it's not that I took issue with your stating that only children would have an issue, it's that I'm stuck in the 70s! That's oh so much better.

I've had experience with games where one person had a character of privilege as well (taking the Noble background to too much of an extreme most recently) and at one point we sat the GM down and said that it was making the game less fun for the rest of us. I'm glad if your experience has been different but it does not resemble mine for multiple reasons.
 

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.



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.



Yeah, that’s just dumb.



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?
It may surprise you, but I agree with all of that. Home brew just isn't particularly applicable to a rules discussion. Unless you're saying something like, "Yes I know the rules say X, but how I do it is Y, because that makes more sense to me."

In a rules discussion if you skip the first part and just argue Y, it come across as arguing that the rules say or include stuff that they don't.
And searching takes…?
An incredibly shorter amount of time than the hours in-between checks.
Except farriers!
Not even those. I might create a furrier, since those won't be in pretty much every town and only has the possibility of being in one. That would require a roll.

And before you say something like, "Aha! You do it, too!" I have long said I don't run a perfectly traditional game. I also improvise a lot, because I just don't have the time to prep like I did in my much younger days. That doesn't mean that in a discussion about how traditional games try to do things, I should include my differences.
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!
The whole of the 5e DMG is just a bunch of suggestions. The game says the rules to play are in the PHB and the DMG uses language in pretty much every chapter has language about how it contains suggestions and guidelines.
None of the 5e DMG "rules" are written as hard rules like the PHB rules are.
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.
I just don't see any sense in being the middle of a roleplaying session and then being like, "Okay, everyone stop for a while so that I can roll random encounters, then open books to find the appropriate tables, then roll what the encounter is, then open the monster book to find the monster, then figure out how it will wander by. You might as well pull out your phone or a book, because this will be a little bit."

That's incredibly disruptive and in my opinion, detrimental to the enjoyment of the game session.
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.
Because literally dozens of posts were about how the more skilled thief will encounter the cook less. It's a part of the scenario, even if you haven't brought it up yourself. If failure is based on skill, and it is, then a less skilled thief in the same circumstances will be more likely to run into the cook or other household member.
How is “best” not a quality of the attempt?
It is, but there isn't a lesser quality than best. A roll of 2 is the best the thief can do with his skill level, just like a 19 is. It's not as if a roll of 2 indicates a poorer quality attempt than the 19. If the 19 will be quiet, so will the 2.
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.
Right, which is why it does contradict what you said. A successful check is at the same quality as a failed attempt, because both are the best the thief can make. Making more noise would indicate a poorer attempt, which isn't what the roll is showing.
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.

Right and it’s that inconsistency that’s the issue.
Right, but it's not the "quantum" part. It's the timing part or who is doing it part.
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.
I do my best to be. And no they are not at odds in the least. Every moment of the characters' lives doesn't have to be not boring for their lives to be not boring. If they are pirates for 5 years and then decided to travel inland to raid a dwarven stronghold, a boring walk does not suddenly make their lives boring.

If you are playing the game, their lives cannot be boring. Only the players' boredom matters here.
Lacking some external signifier, how would Mike ever know or think that Mary is playing her character unfaithfully?
Easily. If Mary has been roleplaying her LG Paladin of Truth and Justice, and then suddenly without any in-fiction reason for it starts stealing from every store and robbing passers by, it's pretty obvious she's being unfaithful to the character she set up.

That's an extreme example, but once characters personalities, goals, etc. have been established during the game, most of the time it's pretty clear when the player is being faithful or unfaithful to what they set up. The rest of the time one of the other players usually asks why the player in question had his PC do that, and at least at my table, the player almost always has a good reason the other wasn't aware of yet about the PCs personality.
 


EDIT - I would also note that modern locks are mass manufactured, the vast majority of locks your average locksmith comes into contact with are likely made by the same handful of manufacturers with only a few relatively minor modifications. Most D&D games are set in a preindustrial society so each lock is potentially unique and likely quite crude by modern standards.
Back in the mid 1980s that mass manufacturing worked out in my favor. I got in trouble once and my mother who was notoriously permissive actually got mad enough at me to lock the TV and my videogame system in her bedroom and padlock the door.

The first day she was at work during my grounded period, my buddy from upstairs in the building came down to play video games with me. When he came in I told him what had happened and was like, "We can't play unless you have a key that will fit that lock." He said he really doubted it, but had the key to their storage area padlock outside. He tried it and click! They mass produced a bunch of different varieties of padlocks/keys, but still duplicated and he just happened to have the one that fit.

We spent every day in my mothers bedroom where I would plug everything in and we'd play video games in there, and then when she was on the way home I unplugged everything and relocked the door. She never caught on. :P

The joys of being a rebellious teenager!
 

No. You can’t faithfully portray a character without some sort of metric to measure that portrayal against.

“I’m faithfully portraying the headcanon I have” doesn’t meet that standard. It’s a semantic distortion.
No. That is wrong. If I establish through play that my character is a certain way, I can in fact faithfully stick to it or faithfully betray it for reasons of personality/backstory, etc. I need no mechanic or reward system in order to do that.

The key is that the character of the character has been established through roleplaying, background, alignment(if the players choose to use it), and what the players tell the table about their character's character.
 

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.

You also disregard subjective portrayal. In roleplaying, internal consistency is the norm. If I say my character is cautious, but I play them recklessly without reason, I’m not staying true to my concept. But I don’t need someone else’s metric to realize that. My own creative goals provide the standard.

This argument doesn’t hold up under scrutiny. It casually dismisses the value of self-awareness and introspection. Worse, it seems to undermine the legitimacy of self-directed creativity. An idea that, if taken seriously, would reduce personal expression in roleplay to something dangerously limited.
The claim comes from a side that is okay with rolls or other mechanics dictating to them how their character acts or thinks about something, even if they know their character well enough to know that would never happen or at least wouldn't happen that way.

I couldn't play that way, but they have fun with it which is fine. We're all different. However, to claim that we can't do it, because we don't do it the way they do it is a pretty blatant claim of One True Wayism.
 

Dude attempts to pick lock and fails.
How much time did that attempt take? Do you inform the player beforehand how much time it is going to take for their best attempt?
If there doesn't seem to be any time pressure I'll sometimes ask how long they intend to spend trying, before they start. (more often for secret-door searching that could go on all day than locks, where it's usually fairly clear fairly soon* whether or not you're going to get it - if you spend 15 minutes at it and fail, another 15 isn't likely to get any further).

* - though much longer than one of 5e's 6-second rounds! :)
I do not think I'm understanding you here.
A hockey player has as many attempts to take a shot as he is given in a game.
Each shot is likely affected by different factors (angles, speed, obstacles, readiness of the keeper etc). These are all different approaches as per your comment in the first paragraph.
Each attempt requires a separate roll.
By the logic presented earlier, though, once they've established their peak they'll then remain at that peak thanks to Take-20; there's no mechanic to allow for their having an off day or feeling under the weather or just not having their A-game.
I do not see the correlation.
I'm suggesting a swimmer rolled a 20 that one time and each other time they roll again, how am I suggesting that they roll the perfect score all the time? And every success should not be equated to personal-best time.
If they get to Take 20 they'll do their perfect best every time.
In the lock pick example, the person takes x minutes and fails, are you really saying that it makes sense in the fiction for that dude to not be able to pick that lock the whole day because in that 5 minutes his best roll was y?
Yes. 5 minutes might not be enough, but after spending 15 minutes or half an hour on it and getting nowhere another few hours isn't going to help.
Take-10 and Take-20 are great rules as they short-cut the issue with the cost (consequence) advertised.
I'm not against ALL gamist rules obviously as I have advertised plenty that I use in this thread to limit my own GM bias.
I am though against rules that make no sense to me for the fiction at the table.
Take-10 and Take-20 fall nicely under the rules-that-make-no-sense banner: they assume a fixed and unwavering degree of competence that just doesn't exist in reality. I'd rather model not just the pre-coded difficulty of the task but also the character's ability in this moment to perform said task. Take-20 in particular also tends to make the whole thing much more binary than it really needs to be; the only thing that can beat you is a too-high DC, and it either beats you or it doesn't.

Some days you got it, some days you don't.
For me the fiction needs to reflect permanent failure for there to be no more attempts allowed - i.e. the person you are trying to persuade becomes annoyed or the lock becomes damaged and you surmise it is now beyond lock picking or the orc is dead, any further attacks have no affect other than to butcher the body.
For me permanent failure can just be that for whatever reason, while you might be able to do this on some days you're just not getting it done today; and have to go to a plan B. Doesn't need any in-fiction explanation beyond that.

And it's not that there's no more attempts allowed - you can keep trying all day if you like - but you're wasting your in-character time as, barring a different approach and-or material change in the fiction, your best-case result has been set by the roll you already made.
 

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