Oh boy.. I want to ask...Man, let's not even open that can of worms!![]()
Oh boy.. I want to ask...Man, let's not even open that can of worms!![]()
Makes you miss the old, 1x an unencumbered character’s strength score or whatever it was.Man, let's not even open that can of worms!![]()
No, it makes me miss simple guidelines for using skills in 5E.Makes you miss the old, 1x an unencumbered character’s strength score or whatever it was.
You're mixing up "resolution" and "gameplay" here. Gameplay is leveraging the stuff you have to get the thing you want. The gameplay in liar's dice, for example, is in gauging the likely distribution, considering the space lost by each raised bet, trying to raise your opponent to an untenable state and so on. It's not the actual act of saying "4 2s" and it's certainly not the bit where everyone shakes their cups, it's the choices players make around those things.The gameplay mechanism is in the game merely to BE a pacing mechanism. The gameplay mechanism isn't the action of the game unto itself. If it was, we wouldn't need to go through all the trouble and effort of creating descriptions and names for all of these numbers, the point of the game would simply be "I roll a die, I add some numbers to it... if my number is high than your number, then I win." That's like playing any dice game. We don't bother thinking up what the dice "represent" when playing craps or liar's dice... they are just dice and the point of those games are to just roll them and try and win.
But we don't do that in D&D, we give those dice and numbers a meaning. Something they represent. And the times of using those dice and numbers aren't based on the gameplay of "Okay, it's now my turn to roll" and just going back and forth between the players and DM in some sort of schedule... the gameplay mechanism is in service to something else... that being everyone's imagination of what their "characters" are "doing" within the "story".
We don't roll dice just for the sake of rolling dice because that's what "the game is"... we only roll dice when our collective imaginations have decided that our "story" needs a roll of the dice to generate a new story beat.
I've argued elsewhere before that spells are a better basic interaction game than skills. Ideally, skills would just be a defaulting mechanism you'd call on when players aren't using class abilities to interact with the world, either because they don't see the situation as a meaningful problem, or they're out of resources.Think of it as a choice. You don't write an adventure to make a locked door a roadblock, but instead, an opportunity. If they can open the locked door, they might get a better reward, or skip an encounter.
Or they could get the same by not being able to open the door.
I once ran an adventure where the PC's came across a long hallway with several pit traps. They weren't hard to notice, so the party Thief (it was that long ago) just started disabling the traps by using a piton to spike the traps shut.
The whole time they were in this dungeon, they kept coming upon signs that, long ago, another adventuring party had gone before them, and close to the end, they found the body of a deceased adventurer who had gotten trapped and ran out of food and water. Scratched on the wall with a dagger was their last testimony- something to effect of "damn him for falling into that trap with the key".
The party deliberated on this, and someone was like "hey, we didn't check those pit traps, did we?". I turned out in one of them was, in fact, the remains of a fallen adventurer, who had some decent loot on them, as well as a key that would have made the entire adventure quite a bit easier.
It was my first real introduction to the concept of "failing forward"- a party with a less capable Thief might have fallen into the trap and found the key. But because the party's Thief was more competent in their skills, they found and bypassed the trap and carried on, little knowing that they really wanted what was in the trap!
From the way people are saying Rogue's skill use should be treated in 5e, a "trapfinder" Rogue might be told "oh yes, you can easily find and disable all the traps in the hall without rolling because you can't possibly fail". They might elect to do so and completely miss out on the point of divergence in the adventure.
Whether this is good or bad depends on one's point of view. The adventure could play out very differently based on the precise makeup of the party, creating a different kind of story.
In 4e, some skill challenges weren't pass/fail, but like the above example, you might find something you otherwise wouldn't, like a treasure cache or a shortcut depending on the results. For years, I've structured my adventures this way, using skill checks as decision gates- the party will most likely see the adventure through either way, but the precise course taken can vary based on their ability to interact with the environment presented.
This applies to dungeons and trekking through the wilds- maybe you found a way to ford the river, or maybe you get washed down it and see a cave in the cliff wall that you might have missed, the glint of something shiny on the shore, or get fished out of the river downstream by a friendly ogre fisherman!
When I started DMing for 5e, however, I found myself a bit stymied. As a player, I'd noticed a lot of really high DC's for low-level adventures, like a DC 20 lock in the adaptation of Sunless Citadel (in Tales From The Yawning Portal). And I was like, now wait a minute- a tier 1 character usually starts with a 16 and has a +2 proficiency bonus. Shouldn't most checks be closer to DC 15?
Oh well, Rogues exist, they can get a +2 from expertise! Not a big deal, they're just a little bit better. So I started filing down DC's for checks.
Then suddenly I found myself face to face with the tier 2 Rogue with 18 Dex and a +6 bonus and I was like "huh, well now they're at +3 over other characters..."that seems really good for a game that has smaller numbers", I thought...and I realized that eventually, Rogues had become a, uh, "rogue factor" that I wasn't going to be able to account for. They would almost "turn off" skill checks entirely unless I raised the DC's- but if I do that, then skill checks are turned off for non-Rogues. Then as 5e kept going, more ways for other classes to jump on the Expertise train kept getting printed, and more ways to ensure success appeared- advantage became far easier to get, every Cleric turns into a guidance spammer, and even seemingly innocuous feats like Observant became issues when Crawford is like "oh well you see, your passive check is a floor for skill checks, you can't roll worse than that" (which is basically pseudo-Reliable).
It felt (to me) that the idea of regular ability checks and skill checks was being obsoleted- you now had to have all these other kinds of bonuses just to compete!
I started to have to make house rules for "degrees of success" instead of simple pass/fail, and I wondered why this was happening- what's the point of a skill system if you can just opt out of it?
Some have brought up "well, spells", because these kinds of effects also tend to trivialize skills. It's a fair point, but using magic to bypass a skill check has a different kind of opportunity cost. If I use knock to open a stuck door, I've used a spell slot I won't have for a future encounter. I also make a lot of noise, which has it's own concerns. If I instead have a Rogue just snicker at the DC, it raises the question of why even have locks or doors in the first place, lol!
Basically 5E has no skill system. It’s just flavor attributes assigned to ability scores.I'll just say that my experience with the 5E skill system is that it's terrible. It's like a whole chapter of the book describing using and adjudicating skills was just left out of the game. When I think about a game like Blades in the Dark, I'm thinking of a game that handles skills, success but also failure in depth. If I remember correctly, the entire skill system was optional in the original 5E.
That seems to be a highly idiosyncratic definition of a "skill system", and not one very useful foe actual analysis.Basically 5E has no skill system. It’s just flavor attributes assigned to ability scores.
Which is fine, B/X has no skill system nor even the implied concept of one. B/X is thriving and well.
The problem is when you try to over define the 5E system into being an actual skill system. It is not.
A skill system has some level of player agency in the acquisition, the skills are specific and limited in scope, and there is some sort of economic value to skill purchase.
Actually, I have repeatedly suggested that the 2024 monk is an improvement but now OP and could use a nerf. And in my first post on this thread I point out that I already nerf reliable talent.My problem is Reliable Talent was a tier 3 abillity, and now they want it to be tier 2. AKA power creep. But I know you, for instance, also appreciate the power creep in the 2024 monk. So, I don't expect you to see a problem.
What is the fun of putting a DC 25 lock in a level 1 encounter or a DC 10 one in a level 10 encounter? What a waste of time!I never do this. I take into account the world design. I don't care what the PC skill levels are. If they are someplace where a DC 25 lock makes sense according to the world narrative, etc. it is a DC 25 lock. If they are someplace where a DC 10 lock makes sense, that is what they will find there.
Okay, well now them's fighting words!Rarely IME is a locked door the sole obstacle, let alone a big one. If we agee a basic lock is DC 15 (?) then the expert rogue in tier 2 will likely have a +10 bonus if they focus on lock picking. That's an 80% chance of success on a single try. Since rolling under the DC doesn't mean "failure" necessarily in 5E, they can usually try again or even succeed at a cost if they miss by 1 or 2 on the roll. Even the non-expert rogue has about a 2 in 3 chance of getting past a "basic lock".
FWIW, what you can do inside a home is immaterial.
More likely, such a lock is guarded, or the PCs have to get through the door quickly (chasing someone fleeing or fleeing themselves) making the single round check part of the obstacle.
I know Rogues have Reliable Talent at 11th level in 2014, which is all I will play, because I don't want them having it at 7th level. Even knowing it, I don't "plan" for it. I plan according to the narrative of the game world, not the PCs in the adventure. I would design the same challenge whether the Rogue was in the party or not. Party composition is immaterial to adventure design.
IMO, if you are "designing to the PCs" that is poor design and DMing; but that is just my opinion.
Good to know, I must have missed those comments but I'm glad you recognize it as such.Actually, I have repeatedly suggested that the 2024 monk is an improvement but now OP and could use a nerf.
If you think so. The DC 25 lock might be picked by a lucky rogue (perhaps with advantage via help, guidance or similar feature?) or it forces the PCs to find some other way to get passed the lock (door or whatever).What is the fun of putting a DC 25 lock in a level 1 encounter or a DC 10 one in a level 10 encounter? What a waste of time!
Bring it on!Okay, well now them's fighting words!
The narrative of the world is what is presented to the characters when they finally encounter it. The world moves on with or without the PCs, so to say. The world is dangerous in some places, less so in others. The players have to recognise if a challenge is beyond them or not. They might be able to handle it, or they might need help, or they might have to find more powerful heroes, or return to face the challenge with a McGuffin or something--if they can discover one!I don't even know what "the narrative of the world" is for outside of the experience of the players. Are you just building a world narrative regardless of who the party is or what level they are? Is what they run into just random, so you start the campaign somewhere in your world narrative and they keep TPKing until they get lucky and start in a low level area? I don't believe that you aren't taking your party composition and level into account when planning sessions. That would be utterly pointless - you'd be doing a ton of work for games that are wipe-outs or walkovers. That truly sounds like bad design.
That is entirely on the player, not me. If they have a goal for their PC, part of their backstory or interests (the "why are you adventuring?" question!), then they can have their characters act in such a way as to seek those things out. Such things are "out there", as they build part of the world through their character's creation and how they play them. So, not ignored, by any means... but this is for the player to initiate--not me as DM.And what about character backstory and wants, needs, flaws? How do you generate interesting, character-driven stories without taking those into account? Do you ignore the work your players put into building their characters?
Yes, it is a storytelling game, and what the players choose to have their PCs do, where they go, what adventures they seek and accept, etc. all directs that story as much as my "world building" does. The PCs might hear of raiding giants in the mountains, but at 1st level recognize that isn't something they can handle. A PC might seek revenge on his dead father's friend, who is believed to have killed the father, so the player can have the PC ask NPCs about this former "friend" until they are eventually found (determined by the rules for gathering information, etc.). When that happens? Who knows!? I don't design the adventure around it happening at this point or that point until the player instigates it, and by then... perhaps they are strong enough to defeat the villian and avenge their father, or maybe they aren't and might be defeated or even killed.This is a storytelling game. I don't think incorporating basic storytelling principles (i.e. your character's ability, history and choices matter) is poor design and DMing, but maybe I misunderstand your point entirely.
And IMO fail miserably at it most of the time. Party composition and features, particularly in d20 versions of D&D, are too varied IME to have this work out well. Rest mechanics and such interfere with should an encounter end up moderate or deadly or whatever.I also note that every adventure ever published takes careful account of projected character levels when planning encounters and challenges.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.