clearstream
(He, Him)
100% agree, and on that the following 2024 PHB text is appositeRunning back for a couple quotes like this. My problem with this presentation is that it leaves out a really, really important element that (for example) Dungeon World makes explicit: uncertainty alone isn't enough. It needs to be uncertain and interesting. If you as DM simply cannot think of an interesting consequence for failure, don't roll. If you can't think of an interesting consequence for success, don't roll. Uncertainty is a necessary condition, but it's not sufficient.
The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and narratively interesting, the dice determine the result.
Local cultures of play can vary significantly. Here, I am focusing on what the rules demand.See, here's your problem. You've assumed, IMO quite wrongly, that DMs would never do that because it would be boring. The actual practice couldn't be further from the truth at many tables. Doesn't matter that the text doesn't oblige it. Tons of DMs do.
To my reading, the 2024 text avoids encouraging hyper-narrow interpretations of skills or calls for checks that are uninteresting better than the 2014 text does. Frex, consequences resolution is shifted from the DMG into the PHB. Some posters are vexed to have skills less tightly defined: I read that same light touch as a conscious choice aimed at encouraging less hyper-narrow application.And to be clear, it isn't just combat where this is a problem. Skills in 5e--which explicitly tell DMs NOT to run it like this!--are done in a similar fashion, run much more similarly to how they worked in 3e, despite having a skill system that is closest (not really THAT close, but certainly closest) to 4e's. Skills are treated as incredibly hyper-narrow things, the DCs are so frequently sky-high to do anything remotely useful or interesting, and the old scourges of things like iterative probability ("Roll for stealth....every single turn") and single-failure conditions ("if anyone fails this group check, the group fails") are back in full force. I consider myself profoundly lucky to have a 5e DM that uses reasonable DCs and takes a wide view on what skills are actually capable of.
I intended my words to be understood as meaning that instead of the contribution from the d20 being +1 to +20, it becomes +10 to +20 (ignoring the distribution, as I did throughout.)Personally, I think the example is more than a little wrong due to stacking together many things that won't actually be available every game, let alone every check. You've also misconstrued Reliable Talent as +10 to +20, when it's actually +0 50% of the time (any roll higher than 9), and anywhere between +1 and +9 the remaining 50% (any roll from 9 down to 1.)
Agreed, but my point is to show what a party might well have. I take it you do not disagree that those mechanics are available to player characters and do factually represent the possible (regardless of how common) range? I'm running a short campaign right now to understand the 2024 rules. Guidance features prominently, but we have no bard, ranger or rogue so no one has expertise.Bardic Inspiration depends on specifically having a Bard; Psi-Boosted Knack depends on you yourself being not just a Rogue but a specific kind of Rogue.
I suspect that you are taking my numbers to be the modifier: they're not, they're the rollable result. Hence the missing "+"... I literally intended (and in fact typed) "-4 to 52".Kicking those out as being too situational (at least guidance is a cantrip several classes/subclasses can learn) and fixing your incorrect statement regarding reliable talent drops the top end by a whopping ~22 points, down from allegedly +52 to "merely" +30. Which, I admit, is still extremely high! But let us not pretend it is that ridiculous in anything but the rarest of cases. I may be a vociferous critic of 5e, but I'm not going to build an argument against it on something like this.
+1 to +20 for the d20 (which becomes +10 to +20 with Reliable Talent, so does not change the top end)
+2 to +6 for proficiency
+2 to +6 for expertise
+1 to +12 for Bardic Inspiration or Psi-Bolstered Knack (I assume only one can apply)
+1 to +4 for guidance
-4 to +5 for ability score (player characters cannot have 1 or 2, ordinarily)
The lowest number I can roll is +1 -4 = -3. Throwing in the kitchen sink yields up to 53. So the range of rollable result is -3 to 53. The range of modifiers is -4 to +33.
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