pemerton said:
My players generally don't sit out - the fictional framing doesn't let them - but they will make untrained skill checks if that's where the fiction has landed them.
I've seen occasional untrained skill checks, but it's usually couched in terms of the player not being a good enough improv artist to spin some other skill. IE: "I can't think of way to use Endurance here....so whatever, I'll just chuck a Nature check."
And I'll note again that the explicit advice in the DMG doesn't seem comfortable with a player not being able to roll a skill they have a high bonus in on a regular basis during the SC: it basically recommends the DM includes skills the party is good at as primary skills for resolving the SC.
Again, Rorschach blots as the caveat. I'm not saying this is everyone's experience. But I am saying that the game seems set up this way, even if some tables have fixed/mitigated/changed it. And it is my experience.
Neonchameleon said:
OK. Let's just reality check this.
You want to play "an exploration God" who is about on a par with the 3.X rogue and AD&D Thief?
By "reality check," you seem to mean "shift the goalposts and set up a strawman about how I'm defending some other edition."
I've never held up 3e or AD&D as What I Really Want. I want a game where balance doesn't mean equal contribution to encounters. It's reasonable to believe a game called "D&D" could embrace this view of balance. This is a balance tables had sometimes realized and embraced before 4e, and hell, probably even during 4e (even if it ran counter to the design of the game). 4e doesn't quite do that out of the box, as designed, clearly emphasizing that every party member should shine in each encounter (not that such advice was always sacrosanct -- Rorschach blots and all -- though it was more clearly applied to combat). I've provided, I believe, pretty solid evidence of that, and that evidence has not been called into question. I think my only real mention of 3e was in saying that 4e's vision of balance was quite reasonable given the problems of 3e.
The noncombat thief (or gardener) who sucks at Combat challenges is something I want 5e to strongly support. Also the antisocial barbarian who sucks at Interaction challenges and the pampered noble who sucks at Exploration challenges. Characters who do not shine in some kinds of encounters. It's not something I can look to 4e to strongly support (though, again, no doubts that some people make 4e work for them in that way -- it's D&D's most flexible ruleset ever, after all!). 5e must improve on that to win my precious weekend time.
Which is just another way of saying that "Balance Is Bad" probably isn't totally true, depending on what kinds of balance you're talking about and what kinds of games you're playing.
Umbran said:
There are cases where the player can see pretty easily that no action they take will change the course of events in a meaningful way. "Yes, I can throw a rock, but in actuality, this encounter will resolve the same way whether I sit her and occasionally roll to throw a rock, or if I go outside and smoke a cigarette while you guys do the real stuff." Yes, he can throw a rock, but nobody will care if he does or doesn't.
At the point where their actions have no meaningful impact on the course of events, the typical player is sidelined, is sitting out, will get bored and disengage from the fiction, whether they technically can act or not.
You're excluding the middle.
In particular, this is where Bounded Accuracy becomes important in keeping the minor contribution meaningful. 1d8 damage ain't nothin', especially with 5e HP's. And having a low attack bonus matters a lot less when the AC's don't span 30 points. You can also increase breadth without mucking about much with depth (ie, "I've got three different attacks!" vs. "Well, I chuck a rock.")
The choice isn't between equal contributions and binary contributions. Big, healthy middle ground there to frolic in. And hey, if you want more to do during those encounters -- make your character accordingly! If you make a character whose main contribution to combat is rock chuckin', fully intentionally, you're saying that it's OK for you to be more of a spectator in the few minutes that the fight happens in.
The point about human psychology is taken into account, here: the rock-chucker isn't going to be interested in a combat. Period. Even if he could contribute the equal of the fighter, the player just isn't interested in being that kind of hero. It's not something he's going to be interested in no matter how long and complex it is. Give him a way to contribute to the game that matches the kind of hero he wants to be, and don't insist that he takes a backseat for hours at a time spent doing something he's not into, and you can give him gameplay that is going to engage him, actually, without making him fiddle about with parts that aren't really his bag in this go-around.
Umbran said:
Yes, and while you seek that, I'll go off on the road to Shambala. We are apt to have similar levels of success in finding our respective goals
If you want to view paradise, simply look around and view it. The Land of the One Hour adventure is already here! Hell, it was kind here in 4e, only they called it an Encounter. Doable. If you're interested, I'm sure I could sell you an adventure like that.
Umbran said:
That which resolves quickly and simply is not really a challenge to the player. Challenging the players requires engaging their mind and/or the nuances of what they have on the character sheet, and that takes multiple decision points for each player - and now we are talking time again.
Actually, again, this is intentional: the challenge, nuance, and decision points are not primarily found within our 15 minute encounters. Rather, they are found in the entire story of the adventure. D&D for me is a game about fantasy stories, fantasy adventures. Fantasy combats and interactions with fantastic creatures and the exploration of fantastic places are supporting elements in these stories, not the center-point. As such, the decision points and nuance should lie primarily at the level of the story, rather than the particular encounter. Which is not to say that the encounter is irrelevant, merely that it is subordinate: deciding as a party which events happen in the story is of greater weight. It is more important how you decide to deal with the dragon raiding the village than it is how you decide to whittle away its HP if you decide to fight it.
Besides, we don't want to make players who aren't interested in Pillar X or Pillar Y languish for long. If not everyone is going to be equally interested in every encounter because one or another isn't their bag, we don't want them dragged on too long a ride. If 15 minutes is enough for an entire episode of
Metalocalypse to be immensely badass, it's enough for the party bard to do the same.
