That sounds like a problem with the DM. They should be the ones asking for the roll. If a player says "can I roll persuasion?" The DM should be asking them how they're trying to persuade them, what are they saying, is it something in their favour (granting advantage) or is it a set back (disadvantage). Maybe it's something that the DM rules works or fails without a roll.Really? That's interesting. I guess I was thinking of characters and their abilities--skills instead of roleplaying, bonus actions, reactions...it's all mechanical instead of (I will use a loaded word) creative.
Here's an example: in 5e, you just roll Persuasion instead of having to role-play being persuasive and having the GM decide if you were successful or not. That's a rule (persuasion as a skill) vs. a ruling (you convinced the hobgoblin...)
I disagree with this.This is the point i disagree with many gms and the DMG. Failing forward, partial successes, degrees of success, and all those concepts are just unnecessary noise that hurt the game and conflict with an eloquent process.
The GM should always know what failure means before rolling. If they don't know that there no reasonable reason for the check to occur. The dice are meant to be a neutral method to decide an outcome not a tool to inject randomness to the world for the sake of it.
This means that failure needs to be defined at the same time as determining if the roll is needed and the DC after adjusting for situational modifiers.
Where WoTC shat the bed is they gloss over the vast range of possibilities when your talking about failure. If you ask most GMs what failing means they talk about roll results rather than anything else.
Yeah, but they also had that "everything is core" nonsense. They made everything the put out or changed into an official rule. No other edition has done that.They did in 4e, pretty definitively. The errata was practically it's own sourcebook.
Closer, but also not what I said. What I said was that if the outcome is in doubt, so success and failure are both possibilities, the DMs whim is unfair.You said you were concerned about the whims of a DM making unfair to players, and that a roll is fair. So...?
I get you, bro.Closer, but also not what I said. What I said was that if the outcome is in doubt, so success and failure are both possibilities, the DMs whim is unfair.
The DM deciding that there is no doubt is part of the game. Rolling only happens when the PC might or might not succeed at something, and social has just as much of a chance of that happening as a climb check or athletics check.
That turns the ability check into a date check at best or makes the PC incompetent at worse. Dice don't GM.I disagree with this.
If someone is climbing a cliff on a rope, failure could mean falling a bit and being caught by the rope, the rope coming undone, the rope breaking which leaves them stuck on the cliff face without a rope, cutting themselves for damage and bleeding on a sharp rock, and much more.
In my opinion, the DM shouldn't shoehorn himself into the rope breaking before the die is rolled. How badly the PC performed the check can inform the DM of how bad the failure should be.
The DM should know that failure is possible or there is no reasonable reason for the check to occur, but you don't need to know what that failure will be before a check is reasonable. You just need the outcome to be in doubt and failure to have meaning.
Funny how that's never happened in any game that I've run that had ability checks or skills.That turns the ability check into a date check at best or makes the PC incompetent at worse.
This is true. Ability checks =/= DM.Dice don't GM.
You're ignoring the point to focus up climbing with a rope. That wasn't the point at all. And sure, failure could also be that they didn't do it quietly enough. As I said, there are many possibilities that can fit the context.Because we Don't have the context of the rope climb we can't assign what failure means. That contextual content is everything because it also determines success. Maybe failure is just they didn't do it silently or it takes twice as long. The base rope climb doesn't take a roll so why does this onehave one? I give you a hint
Random gear failing isn't one of them with them being aware before hand.
Um, I said that you only roll if the outcome is in doubt and failure is meaningful. You have to know both of those things BEFORE THE ROLL in order to determine if a roll is needed. So I'm not sure why you are talking about determining it after seeing the roll. What I think you are missing is that you don't need to know the specifics of the failure in order to know if failure has meaning or not.Also single die resolution suck at degree of success/failure. It's a flat distribution so it frequency suck agency and immersion. There almost zero benefit to waiting to after the roll seeing how you have determine if a meaningful failure is even there at all