hawkeyefan
Legend
Noise is not a result of failure to pick the lock.
Yes, it is. Let's say that this is my game and I'm running it and that's what I decide is the result of the failed roll. You can describe this as a Ruling Not a Rule or as homebrew or GM fiat or whatever you want to call it.
But this is indeed the consequence that I've decided in as a GM because it makes sense for the circumstances.
It exists if you are successful at picking the lock. It exists if you aren't even trying to pick the lock and just shove lockpicks around in the lock for a while having fun.
It is possible to be quiet when picking a lock, just as it is when using a key, or just turning the doorknob. These things make noise, but with care or caution, they can typically be done with less noise.
The only direct result of the attempt to pick the lock is success or failure to unlock it.
No, that's not true. If a tree branch falls and I am nearby and hear it, that's a direct result. It's not just the branch hitting the ground that's a direct result. There can be more than one.
Similarly, if there's a cook behind the door to hear the noise, she is there regardless of success or failure. After all, she's not quantum, right? She doesn't just pop in there on a failure and have her location fixed by the result of a die roll to pick a lock.
If as a GM I decide that the consequence of the failed roll is that the cook hears it, then yes, she was always there. Just like your farrier or your random encounter in the wilderness.
Further, the perception check is a step in the process, whether it's mechanical or not. On a success or failure, she may not notice the noise.
You are skipping steps.
Again, that's a mechanic. I'm not skipping steps if I decide that the failed roll means she heard the attempt. That's the consequence. Instead of "nothing happens" it's "you open the door to find that a cook has heard your lock picking".
Is it a deviation from the standard 5e process? You could argue that it is, sure. You could also argue that RAW (and you have in the past) that the GM can decide whatever they want; that they can bypass the rules when they want.
But even if we accept that it's a deviation from the standard process of 5e... yeah, no duh. That's the point of discussing different ways of doing things.
Possibly. Does Mothership tell the DM to be a neutral arbiter? Some RPGs want the DM to be a fan of the players, which is not being a neutral arbiter.
Yes, some games work one way and others work another way. You know where we find out how Mothership works? In the Mothership rule books. Not by implication from advice in another game that has nothing to do with Mothership.
You're conflating "saying" with "implying." I've been using the word implication for a reason.
Maybe infer would be better then? Because this is not the point of the advice.
5e says "discourage metagame thinking", right? So GURPS encourages metagame thinking?
It's not advice. The character's lives are already not boring, so it's as much advice as someone telling you to breathe so that you don't die. You're already breathing and aren't at risk of forgetting to breathe and suffocating.
The characters' lives are not anything without the players and GMs. Their lives are not "already interesting". They don't exist prior. It is up to the players and GM to make their lives interesting.
The actual advice is to make the results of failure interesting.
No, it's not. You're mixing this up with Fail Forward, but they are two different things. They often go hand in hand, but they are not the same.
It is telling you as a player to play aggressively... to push for what your character wants or feels is important. To drive the game. As a GM, it's saying to provide adversity to the characters, to make them struggle.