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<blockquote data-quote="Charlaquin" data-source="post: 8471625" data-attributes="member: 6779196"><p>- Confucius (at some point, presumably)</p><p></p><p>That is not what the rules surrounding ability checks describe. It’s certainly something a DM can decide to do, it just isn’t what the rules instruct them to do.</p><p></p><p>Yes, they can. There are three approaches to when to call for dice rolls in the DMG. “Rolling with it” and “ignoring the dice” are both described as having drawbacks, whereas “the middle path” - rolling when actions could succeed or fail and have meaningful stakes - is not described as having any drawbacks.</p><p></p><p>That’s not normally a part of the player’s role as laid out in the How to Play rules. Not to say that a group couldn’t decide to do so anyway.</p><p></p><p>Nothing in the How to Play rules suggests that the DM’s description of the environment ought to be based on any particular numbers.</p><p></p><p>Obviously different people can read the same rules and arrive at different interpretations. Of course “no one reads the DMG” is a running joke in the community, and I’ve found a lot of the ways people interpret the rules to be based at least as much on the methods they’ve found to be successful running previous editions of the game as it is on the words printed in the 5e rule books, if not more so. Which is valid, but not the way I prefer to run 5e.</p><p></p><p>Nothing. You said you don’t use inspiration because your players forget to use it, I explained that players remembering to use Inspiration is one of the advantages of my approach to calling for rolls. It’s a tangent that happened to arise organically during the conversation.</p><p></p><p>Sure, you could do that. I haven’t found it necessary because with my approach to calling for rolls, the players always know a check will have meaningful consequences for failure, and I tell them any such consequences their character could reasonably discern. But if you prefer to call for checks to establish descriptive details sometimes and don’t like to tell the players the potential consequences for failure before they roll, this might be a useful way to insure they can predict when a roll is consequential enough to spend resources like inspiration on and when it isn’t.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8471625, member: 6779196"] - Confucius (at some point, presumably) That is not what the rules surrounding ability checks describe. It’s certainly something a DM can decide to do, it just isn’t what the rules instruct them to do. Yes, they can. There are three approaches to when to call for dice rolls in the DMG. “Rolling with it” and “ignoring the dice” are both described as having drawbacks, whereas “the middle path” - rolling when actions could succeed or fail and have meaningful stakes - is not described as having any drawbacks. That’s not normally a part of the player’s role as laid out in the How to Play rules. Not to say that a group couldn’t decide to do so anyway. Nothing in the How to Play rules suggests that the DM’s description of the environment ought to be based on any particular numbers. Obviously different people can read the same rules and arrive at different interpretations. Of course “no one reads the DMG” is a running joke in the community, and I’ve found a lot of the ways people interpret the rules to be based at least as much on the methods they’ve found to be successful running previous editions of the game as it is on the words printed in the 5e rule books, if not more so. Which is valid, but not the way I prefer to run 5e. Nothing. You said you don’t use inspiration because your players forget to use it, I explained that players remembering to use Inspiration is one of the advantages of my approach to calling for rolls. It’s a tangent that happened to arise organically during the conversation. Sure, you could do that. I haven’t found it necessary because with my approach to calling for rolls, the players always know a check will have meaningful consequences for failure, and I tell them any such consequences their character could reasonably discern. But if you prefer to call for checks to establish descriptive details sometimes and don’t like to tell the players the potential consequences for failure before they roll, this might be a useful way to insure they can predict when a roll is consequential enough to spend resources like inspiration on and when it isn’t. [/QUOTE]
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