• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Roleplaying in D&D 5E: It’s How You Play the Game

Player says their character is trying to pick a lock on a door, DC is 15. Character 1 has a +6 bonus, character 2 has a -1 bonus. I would probably tell player 1 that they pick it fine with no roll, whereas I would have made character 2 roll.

And now I'm trying to think of whether stealth examples are all innately dangerous/stressful or not.
Right. If they're in a hurry, I'd probably make both characters roll--but the character with Proficiency would be able to know the DC before committing to the action. If there's really like no time-pressure or anything I probably wouldn't make either character roll, unless there was a good reason.
 

log in or register to remove this ad

Player says their character is trying to pick a lock on a door, DC is 15. Character 1 has a +6 bonus, character 2 has a -1 bonus. I would probably tell player 1 that they pick it fine with no roll, whereas I would have made character 2 roll.
yeah, if time isn't an issue and you are trained in thieves tools or tinker tools or even a different tool set that makes sense, if you CAN make a d20 roll and hit the DC, I would just assume you did it.
 

I suppose we could always just start referring to the dice-rolling approach as “like a board game.”
Of course it is not really like a board game. Perhaps a way to think about it is whether you prefer to say what happens, or find out what happens? My sympathies are strongly with world-immersion, so I enjoy allowing a roll to reveal facts about the world that we hadn't yet considered. The emergent narrative remains lively and unpredictable. We play to find out what will happen.
 


maybe in your example (the tool of the ladder does make it MORE reasonable) but in any example without a tool yes it is VERY problematic... it allows smart charismatic fast talking players to dump stat Int and Cha but 'roleplay around the penalties" while slower less charismatic players can not compete at all...

It's a style I call "playing the DM instead of the game" but it can be summed up as 'out right cheating' or not playing your character....

I have had players who are puzzle masters, I could not run a puzzle that out of game they could not solve in a snap... but just because the player can solve it out of game doesn't mean the character they are supposed to be playing the role of can.
I suggest thinking of it as a different playstyle rather than problematic cheating.

D&D can be roleplayed as being about playing and effectuating the stats on your sheet or it can be about roleplaying as the player chooses independent of the stats on the sheet.

Both are valid approaches with different advantages and drawbacks in the experience.

Generally the biggest problems come when people are not on the same page and are hostile to others ways of doing things.
 

In the DMG IIRC it's explained when and how a DM might want to sometimes rule on taking 10. It's not identical to taking 10, that said. Rather a character who spends ten times as long on a task might automatically succeed on that task, so long as it is not impossible for them.
And, of course, presuming there's something like a fixed duration for the task at hand.
 

Let's say the party sees a 20' wall and wants to get over it. The player with the weaker character describes wanting to use the rickety extension ladder that is lying on the ground while the player with the stronger character describes wanting just to climb the very smooth wall. Let's say both require checks. Yes, the one using the ladder might have a lower DC than the one climbing the smooth wall. Using the ladder was a better approach in this situation. And maybe the character climbing the smooth wall has a personality trait that says they prefer to do things the hard way (earning them inspiration). Or maybe not. What their PCs choose to do is up to them.
I think this is very low-hanging fruit for your preferred approach.

What if the situation described by the GM is strange glowing sigils hanging suspended in the air? And then a player delcares I want to try and ascertain whether or not the sigils are an interdimensional portal, without actually triggering them. And let's suppose that there is no prior established fiction that allows a player to answer that question just by drawing on their PC's short-to-medium-term memory.

To me it seems natural to suppose that a PC who is proficient in Arcana might have a greater chance of achieving that goal, compared to one who doesn't, because (per the Basic PDF p 61), "Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes."

What method is the player going to describe that circumvents the need, then-and-there, for an INT (Arcana) check and makes success automatic? I read the sigils really closely while reaching out with my mind's eye? And that's before we even get to the question of how that suggested action declaration might relate to the use of a Detect Magic spell, which presumably is the canonical way (in 5e D&D) of reaching out with one's mind's eye to try and ascertain the nature of a magical effect.

A very different example might be a player's declared action, for their PC, to build a trap similar to this one. In that thread, the discussion over whether and how the trap would work quickly got into very technical inquiries about hydrostatic pressures, the sheering properties of gels, etc. What if neither the GM nor the player of the trap-builder have done graduate level chemical engineering? What sort of approach is a player expected to describe their PC taking?

This looks like the sort of thing covered on p 61 of the Basic PD under the heading "Other Intelligence Checks":

The DM might call for an Intelligence check when you try to accomplish tasks like the following: . . .

• Recall lore about a craft or trade​

That same list includes, as one of its dot points, "Win a game of skill". I think @HammerMan would find it objectionable, in play, for INT 8 barbarian to beat the local sage at a chess match because the player of that barbarian is a skilled chess player and so able to beat the GM who makes the moves for the sage!

It seems to me that you presume that ability scores and proficiencies define how a player must play their character or how a DM must treat a character.
I'm sure that @HammerMan is treating this as a premise in their reasoning!

And just as your ladder example is low-hanging fruit for you, I think my chess example is low-hanging fruit for HammerMan.

The wizard can't beat the ogre in combat because the wizard's player trains in judo twice a week while the GM has never been in a fight in their life. So it would seem odd that the INT 8 barbarian can regularly beat all comers at chess because the player is highly ranked at the local chess club while the GM is a rank amateur.

Is there a case where what the player says indicates they are doing something more (maybe with extra cost) and that changes the difficulty and possible ramifications?

I sneak down the hall vs. I take off my boots and stuff a shirt in my quiver and sneak down the hall, or I intimidate the guard vs. I use what my character learned about the guards family last time and try to intimidate them by threatening the family.
One puzzle I have with this is that if a player's PC is not trained in Stealth, yet a player has their PC do this, it seems to belie sone of what is said in the Basic PDF. For instance, the rogue class description says the following (pp 26-27):

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other
characters can match. . . .

Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.​

To me, this strongly implies that skill proficiency, including skill proficiency as enhanced by the expertise class feature, represents a character's master of various "knacks" for doing things like sneaking around, picking locks, etc. But if a player is free to draw on their own mastery of such knacks - eg by doing what you have said, and describing what their PC does to try and be sneaky - then we now have a PC who has mastered those knacks and yet does not have proficiency, expertise etc. That's weird. The game doesn't use the same thing for PCs' combat abilities, nor for their ability to pray to the gods or use their mind's eye to read the mind of another, so why does it do it for sneaking and lock-picking, in apparent contradiction of the rogue class description?

The same thought is prompted by this on p 58 of the Basic PDF:

A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect.

For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding.​

Now there's a weirdness in that passage - a Dexterity check is something that takes place at the table, not in the fiction, and so what does it mean to say that a character is particularly good at making one? - but if we ignore that and try and makes sense of the passage in spite of it, it strongly implies that skill proficiencies are a game mechanical representation of a character's focus on one aspect of their ability in virtue of which they are particularly good at that thing.

Again, it seems to belie that rules text if a PC can be particularly good at a thing - say, sneaking around - because the player is good at the thing in question and so describes their PC doing it well.

I don't have a view on how to resolve this issue within the context of 5e - frankly, the issue is another reason I don't play 5e - but I don't think anyone can be shocked that the game produces different approaches to play that resolve the issue in different ways. Some, like @Swarmkeeper and (I think) you favour adjudication of at least some declared actions by reference to fictional positioning, even though this means that a PC can be good at those things although that is not reflected in the ability score + skill elements of the PC's build; others, like @HammerMan and (perhaps?) @prabe treat the PC's mechanical build as a canonical statement of what the PC is good at, and adjudicate by reference to that rather than purely based on fictional positioning.
 

I wonder now...

(and this isn't exactly a true story but loosely based on one)

If you have good talker at your games (in our case he was in pressure commission sales and made more then the rest of the table combined) and you have a really bad talker (in our case the least inspireing least leaderey guy we know who stutters and often trips on his words and insults people he doesn't mean too, AND a very shy young woman who has both esteam and actual diagnosed medical conditions) Would you let the silver tongued player try to convince you (and remember just letting him try to means he is going to be convincing...he always is even when he is wrong) that his character could do something better with out ingame skill then the other that has it... and if the one who has trouble can't communicate a good argument would you hold that against him/her?
 

I suggest thinking of it as a different playstyle rather than problematic cheating.
Okay I recognize it is a different play style (although one I dislike, event though the first 1/3 of my D&D life and almost all my WoD life was spend playing that way)
D&D can be roleplayed as being about playing and effectuating the stats on your sheet or it can be about roleplaying as the player chooses independent of the stats on the sheet.
okay, but how can you justify it being a literal RAW reading that the player chooses with no input form the stats on the sheet?
Both are valid approaches with different advantages and drawbacks in the experience.
I agree. I can even see some advantages to playing the way I don't like.
Generally the biggest problems come when people are not on the same page and are hostile to others ways of doing things.
yeah this whole thread is really a continuation of one where I asked for 70+ pages to just admit that people who use the dice and sheet are still roleplaying and it is just a different interpretation of the same rules, not house rules
 

I mean... that IS the character.
yeah we flesh out our back stories we all have our own little flare, but yes 100% at the end of the day a Dex 8 character is below average dex, a cha 8 character is below average on force or personality and likeability...
So they must be roleplayed with below average coordination or below average social grace, eh?
How do you handle roleplaying very high INT or CHA?

the character sheet IS THE CHARACTER...

ugh... wow I hate this style of DMing.... Sorry nothing personal but this seems like the worst.

You keep saying PC and I am a bit confused... if I have a great idea (me the player not the character) and the other player across the table is good at it can I just advise him OUT of game, or do we have pretend my CHARACTER (PC is player CHARACTER) is adviseing someone better then me?
I think some of the misunderstanding here comes from what appears to be your need to separate player and character knowledge whereas I have no such need. A player can use whatever information they like and roleplay their character however they like. Indeed, that's how some of us read the roleplaying rule on page 185. Better check those IRL assumptions in game though before forging ahead. Anyway, that is tangential to this discussion...

I don't know how else to say it but I will try.

Can a skilled player with an unskilled character have an esier time at a task then an unskilled player with a skilled character would? I think the answer is yes in your games.
No. Any player can declare a reasonably specific action to take for any given challenge an I will adjudicate accordingly. I don't see what player skill has to do with it. I don't judge action declarations by the "floweriness" of the player's words. A player giving a first person persuasive monologue with name dropping and a player simply stating in third person "my PC drops names of people this guard would know" both would have the same DC at the Charisma ability check to get past the guard, if a check were even required.

but you weigh the out of game description over the in game ability...unless i am really off here.
You are off. I just need to know what the PC is doing so I can adjudicate. If the PC has good modifiers and proficiency, they're going to succeed more often than another PC with poor modifiers and no proficiency.

but as you and other point out if you describe it right you can avoid the die rolls.
If you have a good approach, you might avoid the die rolls. It has nothing to do with "describing it right". There are often many ways to solve a challenge. If I, as DM, have predetermined the "right" way, that does a disservice to our game play.

based on how you describe it yes... now I assume you must have similar skill level of players that none have any handicap so you can do it and have it be fun for all... but I can't understand how you would introduce a less skilled or handi capped player to this.
Is it clear now? Just tell me what you character is doing. 1st person. 3rd person. I don't care. Make it specific and, for the love, keep it succinct.

or... you can make the character matter more then the player and as such they have to choose... play a character to there own strengths or realize they can not always use there own strengths.
This is really a whole new topic. Maybe we'll get to discuss this in another thread. :)
 

Into the Woods

Remove ads

Top