That is an aspect of what I meant in my reference to
Investigations. When it comes to meaning - particularly in games - we're dealing with self-supporting structures. As we come into the game, we bring far more than I think we are conscious of. So much in fact, that I think we can make ourselves blind to even the possibility of certain meanings.
I understand the arguments being made. I can see how the picture can look, but I can also see another picture. One that looks interesting, and so far as the RAW goes is better entailed.
It takes a game mechanic to override it. Skills are game mechanics. A character with athletics can't simply decide to jump further than their strength in feet, they either have to engage with uncertainty or perhaps the DM will say it is not possible. But athletics is just as imaginary as deception is: it's all fiction. I am saying that the DM may call for a check (something
@Charlaquin concedes) and is justified in calling for a check (something
@Charlaquin disagrees with.)
It's a complicated argument
- Possibly, it comes down to whether anything within the definition of roleplay can be uncertain.
- Here for the sake of argument we concede that it is even at issue, i.e. that the 185 text counts as a general rule (notwithstanding reading as a definition)
- It hasn't been shown that a DM needs to rely on precedent, which is what I think @Charlaquin is insisting on: there are likely numerous cases where a DM is expected to establish precedent (or just decide)
- Alternatively, there could be an assumption that players deciding is never subject to uncertainty. I suppose we don't want to put this forward as an argument about human free will, so we have to look at it in game terms. In game terms, players sometimes don't decide. When does that happen? When a game mechanic applies. Are skills game mechanics? Yes. QED.