Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
skill failure: where is it discussed?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="iserith" data-source="post: 6545398" data-attributes="member: 97077"><p>The first thing to consider is the trigger on the <em>glyph of warding</em>. I'm going to assume the one you cite is triggered by laying eyes upon it.</p><p></p><p>The DM asks for ability checks when the action described by the player for his or her character has an uncertain outcome in the eyes of the DM. By asking for a Wisdom (Perception) check from the thief, you are saying his action to detect traps on the chest is uncertain. The check resolves the uncertainty into: (A) He does find the trap quickly and safely (success); (B) He does not find the trap (failure); or (C) He does find the trap or makes progress toward finding it, but there is a setback (failure). My preference in adjudicating this kind of situation is C. "As you search the chest, you catch the dim glow of what can only be a magical glyph out of the corner of your eye. If you carelessly lay eyes upon this thing, you will set it off. What do you do?" Now an attempt to disarm it by trying to disrupt its magical power might be an action with an uncertain outcome that calls for an ability check at disadvantage for the rogue. Or it might even be impossible for him, depending on the situation, meaning it will be on someone else to deal with it.</p><p></p><p>Generally speaking, I recommend that any botched attempt to detect a trap result in finding the trap but essentially having one's foot on the landmine- the trigger plate is partially depressed, the tripwire is nearly sprung, the timer just sped up and now it's red-wire-or-blue-wire time, etc. One more wrong move and the thing goes off and immediate action is required. This helps create dramatic tension and makes the interaction involving the trap less binary. (Alternately, you could say the trap is found, but it takes a lot of time, if time is a factor in the adventure scenario. Just because a trap is successfully found, doesn't mean it'll be successfully disarmed, after all, and so a good choice for stakes in failure is a precious resource like time.)</p><p></p><p>I don't recommend what [MENTION=23484]Kobold Stew[/MENTION] says where you tell the player what his character thinks. As it says on page 66 of the Basic Rules, a player determines how his or her character thinks, acts, or talks. All the DM does is tell the player the results of the actions their characters take. Try using a variety of stakes for any given ability check appropriate to the situation and the kind of tension you want to create. (I also recommend saying what the stakes are prior to asking for the roll. If you want to discuss some examples, let me know.)</p></blockquote><p></p>
[QUOTE="iserith, post: 6545398, member: 97077"] The first thing to consider is the trigger on the [I]glyph of warding[/I]. I'm going to assume the one you cite is triggered by laying eyes upon it. The DM asks for ability checks when the action described by the player for his or her character has an uncertain outcome in the eyes of the DM. By asking for a Wisdom (Perception) check from the thief, you are saying his action to detect traps on the chest is uncertain. The check resolves the uncertainty into: (A) He does find the trap quickly and safely (success); (B) He does not find the trap (failure); or (C) He does find the trap or makes progress toward finding it, but there is a setback (failure). My preference in adjudicating this kind of situation is C. "As you search the chest, you catch the dim glow of what can only be a magical glyph out of the corner of your eye. If you carelessly lay eyes upon this thing, you will set it off. What do you do?" Now an attempt to disarm it by trying to disrupt its magical power might be an action with an uncertain outcome that calls for an ability check at disadvantage for the rogue. Or it might even be impossible for him, depending on the situation, meaning it will be on someone else to deal with it. Generally speaking, I recommend that any botched attempt to detect a trap result in finding the trap but essentially having one's foot on the landmine- the trigger plate is partially depressed, the tripwire is nearly sprung, the timer just sped up and now it's red-wire-or-blue-wire time, etc. One more wrong move and the thing goes off and immediate action is required. This helps create dramatic tension and makes the interaction involving the trap less binary. (Alternately, you could say the trap is found, but it takes a lot of time, if time is a factor in the adventure scenario. Just because a trap is successfully found, doesn't mean it'll be successfully disarmed, after all, and so a good choice for stakes in failure is a precious resource like time.) I don't recommend what [MENTION=23484]Kobold Stew[/MENTION] says where you tell the player what his character thinks. As it says on page 66 of the Basic Rules, a player determines how his or her character thinks, acts, or talks. All the DM does is tell the player the results of the actions their characters take. Try using a variety of stakes for any given ability check appropriate to the situation and the kind of tension you want to create. (I also recommend saying what the stakes are prior to asking for the roll. If you want to discuss some examples, let me know.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
skill failure: where is it discussed?
Top