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Community
General Tabletop Discussion
*Dungeons & Dragons
Renamed Thread: "The Illusion of Agency"
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<blockquote data-quote="Swarmkeeper" data-source="post: 9545061" data-attributes="member: 6921763"><p>I like where you are going, and I play in much the same style, but I'm going to kinda disagree in a different way.</p><p></p><p>Normally, in 5e anyway, it is the DM who is calling for a roll after hearing what the player wants their PC to do, and how they're going about it. In combat, we've simply decided that it is usually obvious: the hostile enemy is still trying to hurt your PC, so go ahead take whatever combat action you want and, if dice are involved, go ahead and roll them. The outcome is uncertain and the consequence for failure is meaningful (e.g. the enemy's hitpoints are not diminished so it can try to lop off your PC's head again next round).</p><p></p><p>Outside of combat, the "default" of game play is much more narrative and therefore we wait for the DM to declare if the PC's approach and goal warrant the dice.</p><p></p><p>In the example of a secret door, I'd argue that the interesting part isn't <em>finding</em> the secret door, it's figuring out how it works. So I like that the DM telegraphing the presence might lead to the players, via their capable adventurer PCs, indicating that they suspect something is up and want to do XYZ to figure out what is going on. I have no problem granting auto-success for discovery (or, perhaps, have them roll WIS(Perception) with the failure state being that they wasted time finding it). Now the PCs have a new challenge, how do they get through this (now, not so) secret door effectively?</p><p></p><p>So, actually, kinda agree / kinda disagree: 5e combat is a special case only in that we typically have players rolling without having the DM need to think about uncertainty and meaningful consequences - it is typically self-evident. Outside of combat, dice come out far less often but still follow the same rubric of uncertainty and meaningful consequence for failure.</p><p></p><p>Good topic!</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 9545061, member: 6921763"] I like where you are going, and I play in much the same style, but I'm going to kinda disagree in a different way. Normally, in 5e anyway, it is the DM who is calling for a roll after hearing what the player wants their PC to do, and how they're going about it. In combat, we've simply decided that it is usually obvious: the hostile enemy is still trying to hurt your PC, so go ahead take whatever combat action you want and, if dice are involved, go ahead and roll them. The outcome is uncertain and the consequence for failure is meaningful (e.g. the enemy's hitpoints are not diminished so it can try to lop off your PC's head again next round). Outside of combat, the "default" of game play is much more narrative and therefore we wait for the DM to declare if the PC's approach and goal warrant the dice. In the example of a secret door, I'd argue that the interesting part isn't [I]finding[/I] the secret door, it's figuring out how it works. So I like that the DM telegraphing the presence might lead to the players, via their capable adventurer PCs, indicating that they suspect something is up and want to do XYZ to figure out what is going on. I have no problem granting auto-success for discovery (or, perhaps, have them roll WIS(Perception) with the failure state being that they wasted time finding it). Now the PCs have a new challenge, how do they get through this (now, not so) secret door effectively? So, actually, kinda agree / kinda disagree: 5e combat is a special case only in that we typically have players rolling without having the DM need to think about uncertainty and meaningful consequences - it is typically self-evident. Outside of combat, dice come out far less often but still follow the same rubric of uncertainty and meaningful consequence for failure. Good topic! [/QUOTE]
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