Thomas Shey
Legend
Captain Hyperbole strikes again!
its not even hyperbole. Its ignoring what I suggested to do which does not alter the success/failure result at all, just how its described.
Captain Hyperbole strikes again!
I'm glad you posted this so I didn't have to when I got home from work!I think there is a valid school of thought that (usually) interprets the number on a d20 roll as a scale that describes how well your character did something. For example, rolling an 18 on a Charisma (Persuasion) check is always viewed as better than, say, rolling a 12. Commonly, those who subscribe to this school don't tell players the DC for ability checks ahead of the roll and may not even have one in mind. The DM might be using feel and experience to determine success/failure in the moment based on the roll, with high being a success, low being a failure, and middling numbers going either way depending on how they feel the scene should go. This school gives the DM more narrative control. It also sets the expectation with players that a high roll is (almost) always a success and a low roll is (almost) always a failure.
Then there is another valid school of thought that (usually) interprets the number on a d20 relative to a static DC/AC or an opposed roll to simply determine success or failure. For example, rolling an 18 on a Cha(Persuasion) check is no better than rolling a 12 versus a DC 10. Both were good enough to succeed. This lends consistency to all d20 rolls (or "tests" as they might come to be called in 1D&D) - for example, a PC who rolled a 5 on a grapple check against an enemy who rolled a 3 did not grapple any worse that the PC who rolled a 17 vs the enemy's 3. Similarly, a PC who rolled a 15 on an attack roll did not hit any better than a PC who rolled a 10 against an AC 9 zombie. This school gives the players the knowledge of the outcome as soon as the dice settle.
Exception: For both schools of thought, a 20 on an attack roll is a crit and is a superior outcome to any other number. Well, as long as snake eyes aren't rolled for damage, I suppose.
Which can be otherwise put as the DM enforcing the table contract.DM stating "Your character wouldn't know/do that" = "veto power over certain of their action declarations"
I disagree. Narration of what happens on either success or failure is the DM's job; and if you blow a sneak attempt I'm within my rights to narrate it as noisy or clumsy or whatever, not in a Keystone Kops sense (that's something you brought into this, I think) but in relation to what you were trying for. You know you could have done better because in the past you have done better.Rolling a 3 and having the DM describe the attempt as "clumsy" = DM "describe[ing] what they do when they fail, often in a Keystone Cops-esque fashion"
Consider the classic scenario: I’m trying to bluff a guard at the gates, “we’re just a group of humble travelers seeking refuge for the night” you roll your dice and...it’s a 3, but now you know it’s a 3 you know you flubbed, The guard is turning back inside to call someone else probably, crap! Quick get the wizard to cast charm person on them!
The DM always has veto power over your action declarations. The question is, when to use it.If the DM can demand you explain why you choose to take an action for your own character and, if the DM disagrees with that reasoning, you can't do it or should change it, then they have veto power over your action declarations.
Oddly enough, and from the opposite direction, I long ago arrived at this same conclusion. If it's what the character would do, then go ahead and do it. Within some wide limits of offensiveness, anything goes.Do whatever you want.
Problem is, often the "why" doesn't square with what the character would otherwise do or have done, and to me the latter takes precedence. If the character would wait an hour if the scout didn't find trouble (as per what you already said he would do) but then well under the hour comes running the moment she does, that doesn't square; and something has to give. For me, that "something" is the change in declared action.It's none of my business why.
Are you incapable of keeping OOC knowledge out of game? I mean, it's a really simple thing to do, and really simple to see when it happens. If I'm talking to you about it after the game, it's because you refused to stop cheating.I honestly don't understand what you were saying in some of those posts. It seems clear to me that the agreement is still "I agree the DM has final say over my action declarations." Somebody has to determine if they broke the table rule or not to enforce the punishment, after all. Or maybe everyone at the table gets a say? I could see that, too. The agreement just changes to "I agree everyone at the table has final say over my action declarations."
I don't "sneak" anything. I'm very straightforward with my posts. You aren't going to find subtle tricks and hidden meanings. At least not from me.This was putting some sunlight on what could be viewed as an attempt to sneak that back into the discussion. If that's not what you were doing, then great.
It was me who brought in the Keystone Cops reference and have seen it plenty in many games. I actually find the idea of my character failing in slapstick ways awesome - what I object to is the DM describing what I do at all.Which can be otherwise put as the DM enforcing the table contract.
I disagree. Narration of what happens on either success or failure is the DM's job; and if you blow a sneak attempt I'm within my rights to narrate it as noisy or clumsy or whatever, not in a Keystone Kops sense (that's something you brought into this, I think) but in relation to what you were trying for. You know you could have done better because in the past you have done better.
Better than my narrating you didn't get anywhere and are still at your starting point.
Though there's a very good - IMO almost overwhelming - case to be made that in many instances where the results aren't necessarily binary (e.g. nearly all social interactions, some sneak or climb attempts, etc.) it should, even if informally.I'm glad you posted this so I didn't have to when I got home from work!
FWIW, I am in the second school. The d20 roll means nothing other than success/failure. We don't even have critical hits on a 20 anymore, we use critical damage instead and like it more.
Unlike other d20 systems, 5E does not use a sliding scale for checks.
There's the success with a cost optional rule in the DMG. That's a kind of sliding result.Unlike other d20 systems, 5E does not use a sliding scale for checks. The closest it comes is some of the "if you fail by 5 or more" clauses that pop up occasionally. I think this creates confusion since in no other way are checks sliding in results that I know of.
I treat them ALL as binary. No one has ever given me a sufficient argument to convince me otherwise.Though there's a very good - IMO almost overwhelming - case to be made that in many instances where the results aren't necessarily binary (e.g. nearly all social interactions, some sneak or climb attempts, etc.) it should, even if informally.
Sort of, but not really in some other ways.There's the success with a cost optional rule in the DMG. That's a kind of sliding result.