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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="Oofta" data-source="post: 8486285" data-attributes="member: 6801845"><p><strong></strong></p><p><strong>Scenario 1: </strong>There's a guard at the post and you need to get to the other side. The DM has already decided for whatever reasons that the stealth check will automatically succeed. Perhaps the guard is asleep or, unbeknownst to the players is already dead.</p><p></p><p><strong>Option 1:</strong></p><p>Player: "I sneak past". </p><p>DM: "You get past, no problem" Perhaps the player even realizes that the guard is dead.</p><p>My opinion: No issues, the fiction was pre-established in the DM's head and did not change.</p><p></p><p><strong>Option 2:</strong></p><p>Player: "I sneak past". Rolls some dice ... "I get a 4".</p><p>DM: "Sorry you fail, the guard sounds the alarm!"</p><p>My opinion: The DM is being a jerk. The dice roll was not relevant to the situation and quite possibly the DM changed the fiction and resurrected the guard.</p><p></p><p></p><p><strong>Scenario 2:</strong> There's a sleepy guard that may or may not detect someone. </p><p><strong>Option 1:</strong></p><p>Player: "I sneak past"</p><p>DM: Asks for a stealth check after getting some clarification on the options of how they sneak by, perhaps giving a couple of options of how to accomplish the task. </p><p>My opinion: This is how I would normally do it. If he scenario is clear I don't care if the player rolls their stealth check along with the declared action, it saves time that I would rather spend on more interesting things than a stealth check.</p><p></p><p><strong>Option 2:</strong></p><p>Player: "I sneak past." along with more words describing how they sneak past. Perhaps there's some back-and-forth.</p><p>DM: Depending on what they player says they succeed or fail.</p><p>My opinion: the player just made a persuasion check on the DM. It's player skill based on their previous experiences with the DM or how good they are at extemporaneous descriptions. I don't do this because I don't want to penalize people that are not naturally persuasive.</p><p></p><p>There are, of course, many ways of doing this. I just want the PC build choices to matter more than how good a player is as saying the right thing.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8486285, member: 6801845"] [B] Scenario 1: [/B]There's a guard at the post and you need to get to the other side. The DM has already decided for whatever reasons that the stealth check will automatically succeed. Perhaps the guard is asleep or, unbeknownst to the players is already dead. [B]Option 1:[/B] Player: "I sneak past". DM: "You get past, no problem" Perhaps the player even realizes that the guard is dead. My opinion: No issues, the fiction was pre-established in the DM's head and did not change. [B]Option 2:[/B] Player: "I sneak past". Rolls some dice ... "I get a 4". DM: "Sorry you fail, the guard sounds the alarm!" My opinion: The DM is being a jerk. The dice roll was not relevant to the situation and quite possibly the DM changed the fiction and resurrected the guard. [B]Scenario 2:[/B] There's a sleepy guard that may or may not detect someone. [B]Option 1:[/B] Player: "I sneak past" DM: Asks for a stealth check after getting some clarification on the options of how they sneak by, perhaps giving a couple of options of how to accomplish the task. My opinion: This is how I would normally do it. If he scenario is clear I don't care if the player rolls their stealth check along with the declared action, it saves time that I would rather spend on more interesting things than a stealth check. [B]Option 2:[/B] Player: "I sneak past." along with more words describing how they sneak past. Perhaps there's some back-and-forth. DM: Depending on what they player says they succeed or fail. My opinion: the player just made a persuasion check on the DM. It's player skill based on their previous experiences with the DM or how good they are at extemporaneous descriptions. I don't do this because I don't want to penalize people that are not naturally persuasive. There are, of course, many ways of doing this. I just want the PC build choices to matter more than how good a player is as saying the right thing. [/QUOTE]
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