Bill Zebub
“It’s probably Matt Mercer’s fault.”
It's true that I find some argumentation here exasperating,
Hey, we agree on something!
It's true that I find some argumentation here exasperating,
YES! It definitely is way more specific that generic waffling about what roleplaying is!FFS, all you have to say is that you think the task resolution loop is more specific than the text on page 185, and we can all say, “Ahhh….that’s where we disagree.”
. Some of us simply do not arbitrarily decide that some of the rules do not apply.
I did say that. I even cited each skill and bolded the text that I felt created sufficient specificity.FFS, all you have to say is that you think the task resolution loop is more specific than the text on page 185, and we can all say, “Ahhh….that’s where we disagree.”
Skills are a source of bonuses on checks. Checks are a step in the general action resolution process that occurs after uncertainty has been established.Yes. Such as rules governing social skills. Which you completely arbitrarily decide to not qualify.
Like I said earlier, I personally view it more your way and not the other way. I say "more," because I don't view it as absolute like you do.Only, the way I read it, it's not, since:
That being said, I think I perfectly understand @Swarmkeeper's position, and I agree that it makes a lot of sense in common adventuring environment where the PCs "have the initiative", not in the combat sense, but in the sense of them deciding what to do and where to go, and it makes sense as a description for a beginning DM.
- The play loop only speaks about the environment, the players describing their actions, and the narration of the adventurers' actions.
- So it's only about the adventurer's actions, whereas the section that just follows says "In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions."
- This clearly means that there are situations where the DM takes his turn(s) choosing and resolving actions, which are obviously the ones of his NPCs/Monsters, since the example is about combat.
- Furthermore, the next sentence clarifies it even further: "But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure."
- Which, in turn means that it is less structured than combat (where it is sequenced by turns), but also clearly means that the DM also chooses his actions, and this is not what is described in the play loop, as this one is (as seen above) limited to the adventurers' actions.
It's also extremely player-centric, which is both a good and a bad thing, a good thing because the PCs should really be the heroes of their own story, but to me also a bad thing because I like my adventuring worlds to be more alive with NPCs than them just being "the environment".
Which is why I defend the position that the DM is also very much an actor in the play, and for me it's clearly supported even by the description in the PH, which is obviously player-centric since it's the introduction to the PH.
Well…I think it’s fair game for the DM to factor skill proficiency (or expertise) into the decision of whether there is uncertainty. The character with Arcana and the character with Acrobatics might be granted automatic success in different situations.Skills are a source of bonuses on checks. Checks are a step in the general action resolution process that occurs after uncertainty has been established.
In your view, is it only social skills that are not actions? Or all skills?Skills are a source of bonuses on checks. Checks are a step in the general action resolution process that occurs after uncertainty has been established.
Ah, ok. So it seems this debate has been resolved.I did say that. I even cited each skill and bolded the text that I felt created sufficient specificity.
Not their view, truth: skills are not declarable actions, any more than attributes and armor class are.In your view, is it only social skills that are not actions? Or all skills?