There does seem to be a diversity of approaches, yes. As I said upthread, I'm not implying this is bad (or good). I'm just curious.It's a matter of DM judgment whether a roll is called for, so it's a matter of knowing the DM. If the DM appreciates preparedness and using the right tool for the job then having a tumbler or horn or some other gizmo might help. If the DM values cooperation, then getting everyone else to be very very quiet for a moment might.
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In the context of 5e, yeah, sure, it kicks a lot to the DM. It's intentional.
I wasn't meaning to say that it couldn't be done. But I don't think it is such a strong default. Apart from anything else, I think that 5e assumes as a default a much richer and more expansive gameworld than the classic dungeon, and so it is much less likely that the GM will have all the key points noted and more likely that the GM will have to make some sort of judgment call on the spur of the moment, possibly in the context of improvised fiction and backstory as well.Why do you think 5E doesn't have a strong connection to the scenario that the DM has prepared prior to play? I prepare my 5E scenarios and notes much the same as I have since B/X was released. There are system based differences of course but the principle is the same.
(In the classic game, this move away from either pre-prepared notes or straightforward random rolling was, I think, most common in city adventures. I think that 5e, by default orientation, perhaps tends to bring this sort of play more front-and-centre than in the classic game.)
This approach seems to be based on what, upthread, I called the "objective" ingame situation. It reminds me of the GMing advice in Moldvay Basic, and of the approach to setting DCs (but not to deciding if a roll is required) in Burning Wheel.The DM's own judgment as to whether the outcome is uncertain based on the fictional circumstances at that moment. The guidance provided is on the aforementioned pages. In a nutshell, if the player describes wanting to do a thing that is "so easy and so free of conflict and stress that there should be no chance of failure," then the character simply succeeds (no roll). If the task is "so inappropriate or impossible... that it can't work," then the character just fails (no roll). For anything in between, some kind of check may be appropriate.
This looks similar to the sort of approach [MENTION=97077]iserith[/MENTION] describes.The 5E background system is wonderful for aiding in the decisions about what a character might know. If a character has chosen background: sailor, and asks if he/she might know anything about favorite ports of call for pirates along the Wild Coast then I would likely be inclined to impart the information without a roll. A character with the criminal background may know as well. A noble or a knight might not have any idea.
Some of this also looks similar - the issue of "uncertainty" is settled by considering the in-fiction situation. But some of it is also driven by "meta" considerations ie giving the players the information that is vital for the scenario.Often times, when character attributes have no bearing on the situation I decide what bucket the information belongs in. Is the information being sought very basic and vital? This is the kind of information that was commonly read to players in the introduction of classic adventure modules. If this is the case, then just get them the information. It is the type of info the party needs to engage with or even become aware of, a given scenario. Then there is the very useful but not vital bucket. Information that could save the PCs time, resources, make their lives easier, or provide a bit of extra reward goes here. This type of information can be obtained often by simply being interested enough to look for it. For example the PCs have all the vital information that they need to explore a particular adventure site. The magic user decides to spend some time in the library looking up any historical data about the site as well as any pertinent rumors or legends. Doing this research earns the information being sought generally without a die roll. Another character may be trained in history and wants to see if he can remember anything offhand. For this I will generally have rough estimates worked out about how much information can be recalled depending on the roll.
This leaves it open, though, what makes a door "ordinary" or "special". Is that ascertained by reference to the in-fiction circumsances, or by "meta"-considerations.This can be illustrated with the example of the dungeon door. There is a door, the player wants to open the door and says so.
Most doors open trivially; they don't require any particular feat of strength or door-opening skills, they just open. A few doors are made purposely difficult to open, however; they might be locked or stuck, perhaps. The player doesn't know, when attempting to open the door, if this is an ordinary door or a special one. He finds out when he tries to open it.
The same question arises with respect to "exceptional circumstances". Are circumstances exceptional because of in-fiction considerations? Or "meta" considerations?Or, you can speed up play by establishing that the default is not rolling anything until the DM says that, because of exceptional circumstances, there is a problem with opening this particular door.
The description of doors needing locks or passwords sounds like the relevant consideration is in-fiction circumstances. But the desire to avoid grind sounds like a "meta", pacing consideration.Having established that this particular door does not open easily, it is then up to the players to decide what, if anything, to do about it. They could walk away, use a key, batter it down by brute force, speak a secret password, find a passing goat, burn it down with flaming oil, or any number of creative solutions. When they say what they are doing next, the DM can decide if a skill roll is appropriate and, if so, what kind.
In short, the players don't know beforehand if there is even a problem and, if there is, the DM doesn't know how the players will tackle it. You can't sensibly call for dice rolls until that is established.
It avoids this kind of grind
In my own GMing (which is not 5e GMing - at the moment I'm running a 4e game and a Burning Wheel game) I have come to use only "meta" considerations to decide when a roll is needed. If it is needed, then it has to be made even if the chance of success if (near-)automatic - because the making of the roll might trigger other factors within the overall resolution system.