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What does it mean to "Challenge the Character"?
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<blockquote data-quote="iserith" data-source="post: 7609106" data-attributes="member: 97077"><p>The rules of the game don't seem to indicate I should care about this as DM. The only exception is to encourage players not to waste game time or their characters' lives on bad assumptions and I do that.</p><p></p><p></p><p></p><p>It seems more likely to me that Intelligence is seen as a dump stat because there is only one class and a couple of sub-classes that use it regularly for attack rolls and DCs and very few spells or monsters that force Intelligence saves.</p><p></p><p>Intelligence checks can also come up in exploration challenges involving traps and secret doors. They may also come up in social interaction challenges (e.g. recalling lore trying to prove a point or trying to communicate wordlessly). Intelligence might also be used to resolve tasks performed with certain tools. The section on ability checks has a number of other tasks that might be resolved with Intelligence checks. XGtE expands on this in some ways with its Tools & Skills section.</p><p></p><p>At this point I'd like to retract my earlier statement that your game may have more Intelligence checks than mine. That doesn't seem like the case now if what I quoted of your statements above is something you believe to be true. Unless your players are asking to make Intelligence checks or asking a lot of "Do I know anything about..." questions during play.</p><p></p><p></p><p></p><p>The DM determines whether there is a meaningful consequence for failure given the fictional context. So if you're the DM, it's up to you.</p><p></p><p></p><p></p><p>There was no attempt to recall lore described by the players in that example. A player is simply stating what the character thinks which is under the player's control. The DM is overstepping his or her role by calling for a check without a corresponding action described by the player. The smart play for this player is, of course, to try to recall lore to verify that assumption, but that is not the DM's problem.</p><p></p><p></p><p></p><p>"Walking off with the queen's crown" is (perhaps partially) describing what they want to do and as DM I get to say how that turns out in Step 3 of the play loop. "I know that earth elementals are weak to thunder damage" is just a statement of the character's thoughts and there's nothing I can do with that as DM.</p><p></p><p></p><p></p><p>The DM determines whether there is a meaningful consequence for failure. So if you're the DM, it's up to you.</p><p></p><p>However, the issue with this specific example is not that there is or isn't a meaningful consequence for failure. We don't even get to that point in the adjudication process since the player is only stating what the character is thinking and since the player is the one who determines what the character thinks, there is no uncertainty as to the outcome. If there is no uncertainty as to the outcome, then there can be no ability check. We don't have to imagine meaningful consequences for failure here.</p><p></p><p></p><p></p><p>That's not how I would or did resolve it. The player was aware of the consequences of failure because I usually tell them what that is so they know the risks. You succeed, you figure out what it is. You fail, you figure out what it is but take damage in the process. Or you can skip that and throw the ice knife at the crates and hope you didn't just waste your last spell slot. Easy to understand the risks and trade-offs here.</p><p></p><p></p><p></p><p>A player describes wanting to draw upon logic, education, memory, or deductive reasoning, often coupled with some elements of their background or adventuring experience to recall the specific lore they seek. Like any other action declaration, I decide if there's uncertainty as to the outcome and a meaningful consequence for failure. If both elements are present, I ask for a roll. If either element is absent, I decide if they succeed or fail and narrate accordingly.</p><p></p><p></p><p></p><p>I don't see why that's any of the DM's business. But in any case, there are countless reasons that can be given. Some might even be worth Inspiration, if they play into the character's personality traits, ideal, bond, or flaw.</p><p></p><p></p><p></p><p>I haven't stated that "the rules allow the player to know this stuff." I said what the rules say - that it's the player who determines what the character thinks, does, and says. You seem to be conflating "thinking" and "knowing" as I have mentioned before.</p><p></p><p></p><p></p><p>That's for the players to work out among themselves in accordance with the shared goals of play as outlined by the rules.</p><p></p><p></p><p></p><p>I'm hands off where it comes to the player determining what the character thinks, does, and says. That is what the rules tell me to do.</p><p></p><p>Players and DM are all individually responsible via the shared goals of play to create a fun experience and an exciting, memorable story as a result of play.</p><p></p><p></p><p></p><p>Perhaps you forget that it's the DM who narrates the result of an adventurers' actions.</p></blockquote><p></p>
[QUOTE="iserith, post: 7609106, member: 97077"] The rules of the game don't seem to indicate I should care about this as DM. The only exception is to encourage players not to waste game time or their characters' lives on bad assumptions and I do that. It seems more likely to me that Intelligence is seen as a dump stat because there is only one class and a couple of sub-classes that use it regularly for attack rolls and DCs and very few spells or monsters that force Intelligence saves. Intelligence checks can also come up in exploration challenges involving traps and secret doors. They may also come up in social interaction challenges (e.g. recalling lore trying to prove a point or trying to communicate wordlessly). Intelligence might also be used to resolve tasks performed with certain tools. The section on ability checks has a number of other tasks that might be resolved with Intelligence checks. XGtE expands on this in some ways with its Tools & Skills section. At this point I'd like to retract my earlier statement that your game may have more Intelligence checks than mine. That doesn't seem like the case now if what I quoted of your statements above is something you believe to be true. Unless your players are asking to make Intelligence checks or asking a lot of "Do I know anything about..." questions during play. The DM determines whether there is a meaningful consequence for failure given the fictional context. So if you're the DM, it's up to you. There was no attempt to recall lore described by the players in that example. A player is simply stating what the character thinks which is under the player's control. The DM is overstepping his or her role by calling for a check without a corresponding action described by the player. The smart play for this player is, of course, to try to recall lore to verify that assumption, but that is not the DM's problem. "Walking off with the queen's crown" is (perhaps partially) describing what they want to do and as DM I get to say how that turns out in Step 3 of the play loop. "I know that earth elementals are weak to thunder damage" is just a statement of the character's thoughts and there's nothing I can do with that as DM. The DM determines whether there is a meaningful consequence for failure. So if you're the DM, it's up to you. However, the issue with this specific example is not that there is or isn't a meaningful consequence for failure. We don't even get to that point in the adjudication process since the player is only stating what the character is thinking and since the player is the one who determines what the character thinks, there is no uncertainty as to the outcome. If there is no uncertainty as to the outcome, then there can be no ability check. We don't have to imagine meaningful consequences for failure here. That's not how I would or did resolve it. The player was aware of the consequences of failure because I usually tell them what that is so they know the risks. You succeed, you figure out what it is. You fail, you figure out what it is but take damage in the process. Or you can skip that and throw the ice knife at the crates and hope you didn't just waste your last spell slot. Easy to understand the risks and trade-offs here. A player describes wanting to draw upon logic, education, memory, or deductive reasoning, often coupled with some elements of their background or adventuring experience to recall the specific lore they seek. Like any other action declaration, I decide if there's uncertainty as to the outcome and a meaningful consequence for failure. If both elements are present, I ask for a roll. If either element is absent, I decide if they succeed or fail and narrate accordingly. I don't see why that's any of the DM's business. But in any case, there are countless reasons that can be given. Some might even be worth Inspiration, if they play into the character's personality traits, ideal, bond, or flaw. I haven't stated that "the rules allow the player to know this stuff." I said what the rules say - that it's the player who determines what the character thinks, does, and says. You seem to be conflating "thinking" and "knowing" as I have mentioned before. That's for the players to work out among themselves in accordance with the shared goals of play as outlined by the rules. I'm hands off where it comes to the player determining what the character thinks, does, and says. That is what the rules tell me to do. Players and DM are all individually responsible via the shared goals of play to create a fun experience and an exciting, memorable story as a result of play. Perhaps you forget that it's the DM who narrates the result of an adventurers' actions. [/QUOTE]
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