Yes, if the player didn't take that narrative control first.That'd be weird if it happened but, also, is not what was being discussed.
What we were discussing: the DM taking narrative control of a PC when describing the results of a successful save.
Searching a room, literal physical investigation, is "vague game mechanics"? You are the one that wrote, "I can simply let the player say they have the item in question and move on with the game." That leap is far more extreme than any I proposed.
My experience in practice is that it is fairly straightforward.That sounds far too M:tG-like for my tastes.
The game works (in any edition, even if not codified as such) on a basic declaration --> resolution --> narration loop.
There's rarely if ever any need to add much complication to that, but WotC - steeped as they are in their M:tG background - have insisted on doing so in each of their editions, ending up with more of a declaration --> [reaction? --> resolution? --> [narration?]] --> [reaction? --> resolution? --> [narration?]] --> [resolution?] --> [narration?] multi-loop system where the declaration is (in theory) certain to occur first and it's uncertain at what point or in what sequence resolution(s) and-or narration(s) will occur thereafter.
Trying to map that to the fiction - which in theory is what we're trying to emulate here - gets needlessly messy.
The game is vague about how it handles gloves. Then there's also how potent of protection gloves would be against contact poison, and how to mechanize that. It's something that can be handled in play... several folks made quick and easy summaries earlier in the thread such as "Okay you have gloves... roll with advantage." But it's not something the game text makes explicit, and clearly the responses here indicate there are some folks who would not be okay with a given ruling.
It's not even a ton of work, given the number of lists already out there you could crib from.Ok, that. Well, all you need is a better equipment list for that. Granted, that's a ton of work, but that problem is fixable.
Are you supposed to do that every time? I can't think of a better way to disrupt narrative flow.Shield isn't the only thing that can turn a potential hit into a miss in 5e.
As such rather than saying "the orc hits you..." perhaps a better statement would be "the orc will hit unless you can do something about it..." and give the player (or another player who might have an ability) a second to see if there is something they can and wish to do.
That way, you're not backing up and there is no retcon.
Are you supposed to do that every time? I can't think of a better way to disrupt narrative flow.
Mainly the one where you drop your weapons and fall prone. I mean I suppose he could be sleepwalking, but...I'd be curious to know which ones don't apply. Death saves if Unconscious through damage, I suppose, but that's a special case.
My wife has carried on conversations with me while she sleeps, and she has moved into me a number of times.I mean, dunno 'bout you but when I'm asleep I can't speak, move, cast spells, use items, hear noise, perceive things, attack, defend myself, or do anything else that requires conscious thought and-or awareness.
I mean, if the DM is rolling in the open, the DM can declare to the player “16 - does that hit?” And the player can groan or retort with shield or whatever. Flow is pretty smooth, as you said.Is it better to say "the orc hit you..." and have the player interject 'well actually..."?
Personally, I go the non-RAW route of announcing the AC hit and letting the player tell me if it was a hit or not. Makes spells like shield and abilities like Parry a bit more powerful, but I feel it's worth the tradeoff. And flow is pretty smooth.