D&D 5E Rolling Without a Chance of Failure (I love it)

I require a check for almost any climbed distance greater than your height. Sometimes that is DC 5 and sometimes that is DC 25 (or anywhere in between) - depending on what they're climbing and in what circumstances. I say "almost" because yes in a non-stressful relatively easy situation I might handwave it, but falling even five feet can make a difference when you're trying to escape the dire wolves on your heels or whatever.

I guess that brings me to my other point about the consequences of failure, sometimes there can be one but even the DM doesn't quite know what it would be - so you gotta roll with it. Or at least, I feel I do for a satisfactory experience. (Note: a satisfactory experience does not necessarily = a successs)
For climb checks, I will call for a roll on virtually every climb of 10' or higher. The game is balanced around damage and resource consumption, so a fall from 10 feet which can cause damage has a meaningful consequence for failure. If it's less than 10 feet the only times I will call for a roll are when those dire wolves(or whatever danger) is creating a meaningful consequence for failure.
 

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The players don't need any additional help from me for them to chase red herrings or draw erroneous conclusions. They can and often will do that on their own.

As well, faced with a low roll on the die and subsequent information from the DM, a player may believe that the information they were just given is false and discard it anyway. By telling them they get either the info they wanted or, on a failed roll, information that is interesting that they didn't want, it sidesteps this issue.
I've run a lot of investigation games and this is my experience as well. The players are their own red herrings. They don't need my help in that regard. And there's a vast gulf between getting accurate information and knowing what to do with that information. If moving the investigation along requires the PCs get a specific piece of info, they should just get it, no roll required. Otherwise you have a potential bottleneck and the game grinds to a halt. That's precisely zero fun for anyone.
 


It's really easy, actually. Just don't give false information on a failed check.
So I'm supposed to give false information on a successful check? That seems somewhat counterintuitive... :)

Saying I'm never supposed to give false information at all is a non-starter. I'm not saying I should give false info every time, of course, as that too would quickly become predictable; but taking the option right out of my toolkit is a step too far.
 

So I'm supposed to give false information on a successful check? That seems somewhat counterintuitive... :)

Saying I'm never supposed to give false information at all is a non-starter. I'm not saying I should give false info every time, of course, as that too would quickly become predictable; but taking the option right out of my toolkit is a step too far.
Then I guess you have to make the rolls for the players so they can't "metagame." But supposedly players like rolling! So quite a conundrum here and all because you want to sometimes give out false information after a failed check.

I don't care about "metagaming," but if I did, it seems easier and more effective to me to just not do that.
 

You seem to be making the mistake of thinking that since my position is not in conflict with yours, it isn’t useful.
Not at all.
But in my experience, there are many DMs who do not consistently insure that a meaningful outcome directly results from a player rolling under the target number. If that advice isn’t useful to you, great, but that doesn’t mean it’s without value to others.
And I'm saying that they don't actually need the advice people generally give them, they need very different advice, and that "don't roll unless there's a meaningful consequence for failure", which is generally the wording of the advice generally given, is very bad advice. It also happens, apperently, to be nearly the opposite of the advice you, at least, are meaning to give. Why talk about consequence for failure if that isn't actually what you mean?
Yes, I agree. What I’m saying is that it’s not worth rolling a check if there are not multiple possible success states (and/or failure states) depending on the number rolled.
That isn't consequence for failure, though. This whole rabbit hole we just went down would not have happened without "don't ask for a check unless there are (meaningful is often put here, but not always) consequences for failure".

I genuinely don't think anyone is intentionally asking for rolls when the roll cannot lead to multiple outcomes.

Better advice would be, "Make sure that the results of checks you ask for are something you've thought of already, or that you're thinking about them when you ask for the check, and make sure that there are at least two distinct outcomes. They can both be positive, both be negative, or be a mix, or even several along a spectrum, but they should be distinct."
I've always liked rolling. If I feel that the difficulty is low, then you'd succeed no matter how low you roll, but you might succeed with a bonus if you roll high. Or succeed, but have an interesting negative side-effect occur as well if you roll really low. I like the dice to tell us all, even ME (as GM) what's happening in the world.
Agreed. The check tells us how well the character performed, not what happened around them while they did the thing.

It's totally reasonable to say that a master of stealth simply will not fail simple stealth tasks. But it is also completely reasonable to introduce randomly selected variance to how "on" the master is while performing a task, and narrate the scene differently based on the result, even if the difference doesn't "matter".

IME, "you get to the top of the cliff, more winded than you feel like you should be, more than you know you would normally be. Why was that harder than it should have been?" leads to further characterization from the player. It doesn't matter that no mechanical difference occurs, it doesn't matter what the stakes are, players who are engaged in their character's mindset and care about the character and the fiction will care.

Punishing players for wanting to make a check, is, IMO, bad DMing. If there is no chance of failure if they describe a certain approach, great. If they want to roll anyway to see how well they do the thing, that is not a good reason to invent negative consequences for a low roll. The nature of the task shouldn't change because a player likes to use the d20 as part of the fiction-building that is play.
 


I don't recall anyone in this thread advocating for this position. Or did I miss that post?
If there is a chance of failure if a check is made, but not if an approach that makes sense is taken, the game/GM is punishing players when they want to make checks.
 

So I'm supposed to give false information on a successful check? That seems somewhat counterintuitive... :)

Saying I'm never supposed to give false information at all is a non-starter. I'm not saying I should give false info every time, of course, as that too would quickly become predictable; but taking the option right out of my toolkit is a step too far.
One thing that can be fun if you have a good poker face is to give 2 or 3 conflicting bits of information on a failure, only one being true.
 

Under the rules, if players want to roll more, all they have to do is not do a very good job at trying to remove uncertainty as to the outcome and/or the meaningful consequence for failure. So the DM need not do anything here. The players can just make this happen on their own.
Being vague with your action declaration usually forces the DM to call for checks to determine the results.

I wish Skills were optional just like Feats and Multiclassing so I could remove them from my games at once.
 

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