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Soulknife Knack problems (Is it incredibly powerful?)
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<blockquote data-quote="Swarmkeeper" data-source="post: 8133590" data-attributes="member: 6921763"><p>At our table, we only roll when there is a meaningful consequence of failure per p237 of the DMG. If there are no traps, there typically is no roll. As DM, I try my best to telegraph danger through the description of the environment. Sometimes it will be very obvious there is a trap while sometimes the hint will be very subtle. Sometimes the hint will come several scenes before the trap is introduced. It's up to the players to decide what their PCs do, given the descriptions they've been paying attention to (when not on their #$@!$# phones, that is). To not telegraph introduces the "gotcha" trap with no warning whatsoever - we've found that to be an unsatisfying way to play 5e. With telegraphing of danger, there is no need to use false rolls to hide danger from the players. Let them act upon whatever meta-knowledge they want - without testing player assumptions in the game world, their PCs could be taking actions that could prove disastrous.</p><p></p><p></p><p></p><p>Disagree.</p><p></p><p>You left out the sentence immediately preceding the phrase you quoted: "The DM calls for an ability check when a character or monster attempts an action (other than an attack) <strong>that has a chance of failure. </strong>(PHB p174)" </p><p></p><p></p><p></p><p>So, I believe you have it backwards: player knowledge does not determine uncertainty/impossibility of an outcome, the DM decides. Indeed, when the player declares that their character is searching for the presence of traps by doing X, Y, and Z in the untrapped hallway or on the untrapped chest or whatever, the DM can decide that there is no chance of failure. The skilled adventurer need not be asked by the DM to roll and need not invoke the Knack ability. The DM simply determines that the PC auto-succeeds at the declared action, proving that no traps are present. Let's move on to more adventuring.</p><p></p><p>Or, if you and/or [USER=6801228]@Chaosmancer[/USER] prefer, even when there is no trap present, a DM could choose to insert a failure condition based on the environment to keep players on their toes every once in a while. A DM could then call for a check based on the declared action and goal, for example: "DC 15 Wisdom check. If you succeed, I'll tell you if there is a trap; if you fail, I'll still tell you if there is a trap but the action will likely take more time and make more noise than intended and possibly result in your activity being discovered by the guards. Do you want to risk it?"</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8133590, member: 6921763"] At our table, we only roll when there is a meaningful consequence of failure per p237 of the DMG. If there are no traps, there typically is no roll. As DM, I try my best to telegraph danger through the description of the environment. Sometimes it will be very obvious there is a trap while sometimes the hint will be very subtle. Sometimes the hint will come several scenes before the trap is introduced. It's up to the players to decide what their PCs do, given the descriptions they've been paying attention to (when not on their #$@!$# phones, that is). To not telegraph introduces the "gotcha" trap with no warning whatsoever - we've found that to be an unsatisfying way to play 5e. With telegraphing of danger, there is no need to use false rolls to hide danger from the players. Let them act upon whatever meta-knowledge they want - without testing player assumptions in the game world, their PCs could be taking actions that could prove disastrous. Disagree. You left out the sentence immediately preceding the phrase you quoted: "The DM calls for an ability check when a character or monster attempts an action (other than an attack) [B]that has a chance of failure. [/B](PHB p174)" So, I believe you have it backwards: player knowledge does not determine uncertainty/impossibility of an outcome, the DM decides. Indeed, when the player declares that their character is searching for the presence of traps by doing X, Y, and Z in the untrapped hallway or on the untrapped chest or whatever, the DM can decide that there is no chance of failure. The skilled adventurer need not be asked by the DM to roll and need not invoke the Knack ability. The DM simply determines that the PC auto-succeeds at the declared action, proving that no traps are present. Let's move on to more adventuring. Or, if you and/or [USER=6801228]@Chaosmancer[/USER] prefer, even when there is no trap present, a DM could choose to insert a failure condition based on the environment to keep players on their toes every once in a while. A DM could then call for a check based on the declared action and goal, for example: "DC 15 Wisdom check. If you succeed, I'll tell you if there is a trap; if you fail, I'll still tell you if there is a trap but the action will likely take more time and make more noise than intended and possibly result in your activity being discovered by the guards. Do you want to risk it?" [/QUOTE]
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