BookTenTiger
He / Him
Often I see the following DM advice:
"Don't ask for a roll if failure isn't interesting."
I totally understand this advice.
As a player, though, I disagree. I love to roll. In most situations, I'd choose to roll a check than not roll and automatically succeed. Even when failure isn't interesting.
In my experience, this guideline often leads to my DM saying, "Oh, your character has a high History bonus, so I won't make you roll for it."
Though that makes sense narratively... I've invested in History! I want to roll!
However, I understand that a failed History check really isn't fun. Just saying, "You don't know anything about that" doesn't really lead to interesting narrative outcomes.
In the game I run, I almost always ask players to roll. I've tried to find ways to always make failure a little interesting, even when success is guaranteed.
Here are some examples:
A rogue is trying to pick a lock. It's not a difficult lock, and they have time, so I'll tell them "you are going to succeed, but roll to see how effortless it looks." On a low roll there's a lot of sweat and broken lockpicks. On a high roll they pick the lock with a bent paperclip and a wad of chewing gum.
A barbarian is trying to cut a chain in two. They're a barbarian, they'll get through it in time. I'll have them roll an attack roll to see if it makes a loud noise or not, alerting creatures in the dungeon.
A character with the Soldier background is commanding a lower-ranking guard to move aside. Because of their background feature, they will succeed. But I'll have them roll a Persuasion or Intimidation check to see what the guards think of them after - are they in awe, or suspicious, or annoyed?
Do you ever do this? Rolling even without a chance of failure?
"Don't ask for a roll if failure isn't interesting."
I totally understand this advice.
As a player, though, I disagree. I love to roll. In most situations, I'd choose to roll a check than not roll and automatically succeed. Even when failure isn't interesting.
In my experience, this guideline often leads to my DM saying, "Oh, your character has a high History bonus, so I won't make you roll for it."
Though that makes sense narratively... I've invested in History! I want to roll!
However, I understand that a failed History check really isn't fun. Just saying, "You don't know anything about that" doesn't really lead to interesting narrative outcomes.
In the game I run, I almost always ask players to roll. I've tried to find ways to always make failure a little interesting, even when success is guaranteed.
Here are some examples:
A rogue is trying to pick a lock. It's not a difficult lock, and they have time, so I'll tell them "you are going to succeed, but roll to see how effortless it looks." On a low roll there's a lot of sweat and broken lockpicks. On a high roll they pick the lock with a bent paperclip and a wad of chewing gum.
A barbarian is trying to cut a chain in two. They're a barbarian, they'll get through it in time. I'll have them roll an attack roll to see if it makes a loud noise or not, alerting creatures in the dungeon.
A character with the Soldier background is commanding a lower-ranking guard to move aside. Because of their background feature, they will succeed. But I'll have them roll a Persuasion or Intimidation check to see what the guards think of them after - are they in awe, or suspicious, or annoyed?
Do you ever do this? Rolling even without a chance of failure?