Maxperson
Morkus from Orkus
It's a pretty ridiculous concept in my opinion. The master thief is quiet and stealthy with the lock unless his misses his roll, then he's an incompetent Keystone Cop thief who makes a lot of noise and alerts people.That more noise is made on the failed attempt... enough to alert someone nearby. Similar to a stealth roll.
The amount of noise a master thief makes when succeeding isn't going to be less, and may in fact be more because of the click the lock makes when it opens, than if he fails. He still highly skilled and taking care just the same as if he succeeded.
The master at stealth isn't going to make a ton of noise, even with a low roll. He's going to be walking more quietly than a normal walk regardless of success or failure. It's not going to be silent as the wind if he succeeds, and stomping through the woods kicking branches if he fails.I don't think either of these things is true. I believe that one attempt at picking a lock can be quieter than another, just like one can walk more quietly, or attempt to do just about anything else quietly.
Eh, no. Dismissing things because semantics is to dismiss the definitions of things. Your are dismissing the meaning of words, which are very, very often critical to understanding. Semantics is important, not nonsense.Yeah, I don't agree... I think this is all semantic nonsense.
I've noticed that quite often here people like to shout SEMANTICS! when what things really mean would make their argument weak or simply overcome it.
Which is all that I've been saying. I've said, "You skipped steps" and "It's not a direct result." One step removed is not direct. Thank you for at least acknowledging that it's an indirect connection.Yes, I understand that. I've simply represented that step in another way. It's one step removed... the lock picking makes noise, someone hears it.
The principle isn't what it's named. The principle is, "Make things interesting," not "Don't make the character's lives boring." The latter is the very incorrect name that they gave to the principle. The name has nothing to do with the principle.The principle tells you to do what it wants you to do. It's not telling you to do something completely different.
No. By my logic if you take 5e's statement and try to apply it to say burning wheel, it's implying that. Now, burning wheel may have that same advice, in which case it wouldn't make sense to try and apply 5e's advice to it. You generally only try to apply advice from one game to another when that second game isn't already following that advice.But according to your logic, the 5e text is accusing every other game that exists of encouraging metagame thinking.
It's also not inherently playing the game. I've been very clear. If you play the game, the character's lives will be interesting by default.Things are not just interesting because we play the game. We have to make it so. If the characters meet in a tavern, and the GM never presents them with anything to do, and they don't think of something themselves... that's not inherently interesting. We're not going to just say "wow these characters sitting in this tavern is totally not boring at all" automatically.
Which only applies to the players. The character's lives are inherently interesting. When the DM makes the "character's lives interesting" it's to interest the players, not the characters.The players and the GM should actively do something to make things interesting.
That above advice is focused on the wrong things. The advice should be, "Make the results interesting to the players."
The DM prep meant that R2D2 would run off to Ben Kenobi and made Luke's life not boring. DM prep made Ben a Jedi and not just some old dude, which made Luke's life not boring. DM prep caused the random encounter with the Tuskan Raiders and made Luke's life not boring. DM prep killed off his aunt and uncle which made Luke's life not boring.Luke's life on Tatooine was boring. If we looked at it as a game, his player deciding to investigate the mysteries of the droids, and to go see the weird old hermit, were decisions to make his life interesting. I mean, he's literally given a choice at one point and says "I want to go with you and train to be a jedi like my father". If he was a PC, that would be the player making his life not boring... he's leaving Tatooine.
Everything prior to that was Luke's backstory, which can be boring if the player writes it that way.
Luke's life was already not boring when he decided to go with Ben. It wasn't Luke's decision which made his life not boring. It was already not boring at that point, because the game had started and you can't play an RPG and still have a character with a boring life without completely subverting the game and intentionally doing so, which isn't done.
First, sensible for the situation =/= boring. Sorry man. It's just not that way. Second, I haven't been mad at anything in this thread. Third, I do object to your strawman.Because you've positioned sensible as the opposite of exciting and have advocated for the players to be sensible. Then you get mad at perceived suggestions that sensible is boring.