Chugger
2017-07-24, 07:04 PM
I'd like to start over the discussion about player DC's and the associated issues because in the other thread (my fault) I was still feeling my way through this issue but also must have invested some negative energy in it - cuz of some of the responses (also I now realize some people were actually trying to help me and not attacking me - I found the DMG reference to a "use few dice rolls" approach, so my bad, apologies for my over-reaction back there). I'm hoping this version will be more clear, less cluttered, and far more helpful to those open to thinking about this.
I (we) have almost no power to change the (official) rules - that's in someone else's hands. So I don't think this discussion should be testy (which is why I'm restarting it - and again, a lot of the negativity in the old thread was my fault - mostly from me being frustrated over my inability to express subtle things - I'm returning after a very long absence and am quite rusty, but not totally). If some of us want to flare or troll or w/e, I can't stop you, but I can ask (starting very much with me) that we try to understand each other and not get too emotional. I'm not telling you how to run your game. I'm talking about likely consequences from running the game a certain way and asking for discussion for solutions, some of which I'll be advancing (but I hardly know everything - please help if you see or know something cool).
First, I'd like you to see that there is a "price" or consequence when a table or dm allows certain player-rolled DCs, as seems to be common in 5e (certainly is in Adv. L. play). If a player stealths and they know the result (say 3 or 18), the player knows something that their character probably wouldn't and/or shouldn't know - that the orcs see them or not. Same with detect traps or secret doors as a skill (not a spell) - if a player rolls 19 and are told "you don't sense any" - they "know" there is no normal secret door there - but how could the character "know" this? Now is the player supposed to be "honest" and role play, having their character act by what the character knows and not what the player knows? This is a possible solution (we're supposed to do that on a lot of matters anyway). But a smart player can always game a DM here and have the character act properly when it doesn't matter - but come up with some "reason" to mask an improper choice based on meta-information. Okay, that's a problem across DnD anyway. So why make it a worse one? Why not let the DM roll these checks? That would take away the need to role play on a whole family of DCs and let the player, in theory, focus on being better on other things - or at least this is an argument in favor of DM rolling (if you hate this idea it's okay - not saying you're "bad" or have to change).
It gets particularly strained when a character tries to lie to or persuade an NPC and the player knows he/she has rolled a 2 or a 17 on a persuasion or performance check. When the NPC smiles and accepts (or seems to accept) the lie, the player knows (almost certainly) in the case of a 17 the lie was successful and in the case of a 2 the NPC is lying or gaming back. It becomes really hard to roleplay or be "good" with this kind of information - and - it removes the tension element and the surprise element when we later find out the truth (either the NPC had been duped or the NPC was duping back). Exceptions would be an NPC who is mind-reading, so the DC doesn't matter - but this is pretty rare - and exceptions are hard to factor, anyway - of course there are exceptions, but what to make of them? (edit - removing tension, suspense and surprise in this way hurts game enjoyment for me - and I think a lot of us - it makes the player way too "meta" in knowledge - it's like knowing what happens in a book or movie, sort of).
We do have another extreme to consider here (one I'm used to - it was how we played back in the day) - DM making almost all the rolls in secret but possibly not letting "enough" be dice-settled. Clearly having some issues or questions be dice settled is "good" or "works". If a DM is making too many choices he/she can err, especially as the game extends and the DM is getting tired - can get grumpy and be unreasonable (I've seen that) or can get happy and be far too lenient, removing most of the game's challenge (I've seen that). So where is balance?
An outcome the character will know certainly should be character rolled: like climbing a wall. You either fall or you make it up - player clearly should roll. Almost all combat actions should be player rolled, of course - as almost all of us do. Animal handling - the horse either lets you ride it or bucks you off. Lock pick - you either open the lock or you don't. If it's a "resistant" lock I think it's okay for the player/char to find this out by trying to open it (which they will know as they learn it's a DC 20 or higher). It's pretty obvious which DCs the player/char should or can know, and which ones the DM should probably keep secret. This is something we could discuss here: finding the gray zones, the ones that aren't obvious and so on.
I get that DnD is not a reality simulator, and I'm not coming from that angle (have played homebrew campaigns that attempted to be reality simulators ... for me they got bogged down fast and weren't playable or fun). The people who were playing DnD before me in the 1970s knew this, by the way - little to nothing is new under this sun :smallsmile:! The object as I see it is what makes for the best gameplay? I didn't see them before, but there are alternate versions suggested in the DMG - so kudoes to the designers of 5e. They admit that there are versions of the game with much less dice rolling, but they don't discuss what you get and what you give up if you go that way.
Being heavily dice dependent (I was saying being a "dice slave", but I think that was too negative on my part - I'm trying to move away from that here) is an option. A lot of players apparently are fine with this - are fine with knowing things their character wouldn't know - and play anyway - just work past it and done. But it's a teeny shift, really, to start with - say - DM secretly rolls stealth and perc (he/she rolls passive perc already, anyway), trap checks, secret door checks, persuasion checks, performance checks. Just start with those and see what happens - see if the game feels better. It may not. If you're mostly numb to this stuff, fine - do player rolled DCs and more power to you. It's just that what I'm talking about here is not like moving a glacier or even remotely hard. It's just saying that a handful of the DCs go to the DM to be rolled in secret. Someone in the other thread said there was a device that lets the player drop the dice but only the DM can see - that would keep the player involved - an interesting suggestion (thank you!).
The other part of this discussion is making sure DMs and future DMs know that there are tricks and balancing issues regarding this whole "it all comes down to a dice check" thing. First, if a DM bothers to invest a lot of effort in a player quest, say, then certain CPs (critical points) will be fated to go a certain way and not be determined by dice. Like, while the party talks to the Duke, an assassin cloaked in magic darkness zips in surprising them (no DC, it's fated to happen), murders the Duke "dead" (not zero - he's gone - with no DCs, no natural ones, no rolling a 2 here), and escapes out the window with no chance of being caught. Why? Because it's necessary for the story to work (and frankly also because the DM put a lot of work into this quest, and he/she isn't going to let it fizzle or fail due to a dumb dice roll). If - if - DMs "had to" do DCs and obey them, by fiat they "had to", would DMs invest time and hard work in cooking up quests? Nah. It would all be pretty on the fly, made up as we go - because why invest in something that has a strong chance of arbitrarily failing? Notice I said "arbitrarily".
But but but some will argue it's not arbitrary, things can go wrong - yes, DCs should have a chance of destroying our best laid plans and so on because that's real (but DnD is not a reality simulator, remember? and yes some semblance of reality must exist for the game not to suck, but too much become too brutal and also sucks - so again it's a balancing act - it's artistry and not science, this balancing, for the most part, imho). What I'm getting at, among other things, is if - if - you want a clever game that's more than just hack n slash n zap - and if you want players to invest and plot and rise above - then you have to reward them for this (at least sometimes - and part of rewarding them is that they feel their work at least stands a chance, or they won't invest - and yes of course going too far the other way and having it always work is also bad) - so you have to really think hard about letting an arbitrary "2" tear down a mighty and inspired plan the players cooked up - unless they knew it was a gamble and it wasn't really such a good plan. But I'm not talking about those. I'm talking about they work hard, they practice - they successfully spy on the guy they're going to imitate until they got it down tight - but a 2 is rolled. If it is a public or known 2 - known to the players - it closes a lot of doors for the DM. This is mainly what I'm saying. Why as a DM have these doors closed - why be forced to accept this when we don't have to? Let's say what the party was doing was so inspired and amazing, but it involved getting inside the mansion - and they roll a 2 at the door and the butler closes it on them seeing through their ploy. Plan killed right there. Huh? WTH? Why kill it there? Why let that 2 be a vorpal blade hack - a decapitation of the plan? At least you do have an option, even if it was a known roll - the butler could say "I can't let you in based on this letter - come back with some actual proof you're who you say you are" - and the plan could be salvaged. See the difference? This is what I'm trying to communicate. If a DM knows how to do this right - it takes some experience and native skill usually - a very fun and involved and unexpected-stuff-happens - and the party is mega-challenged - they're not just "given" success (they earn it) - and their amazing plan does not go off as initially imagined - but it ultimately works in some way - maybe at a cost - or if they fail they failed because they didn't come up with the follow up on the fly brilliance needed to make the plan actually work - at least they know why it failed and it failed for good reasons ... not some arbitrary DC. Bottom line, if the right DCs are secret, the DM has more options available to expand the challenge and make it great (and suspense is preserved - it should be more exciting for players) - strict DC adherence can be ... like wearing a ball and chain. Too loosey goosey is bad, too - I keep stressing balance and what "works" for the group. Which is subjective, of course.
If I wasn't clear above, I'm not saying there is a choice between "fails due to player-seen DC" or "give clever players everything they want" - am not at all saying that. It may seem that way, but I'm actually trying to go beyond that. I think a clever DM can understand when players have invested heavily in a plan but either it's crap (and they don't see) or it is hinging on a few luck elements - is a ST made - do they persuade the butler - and so on. I'm saying there is a third option between "oh a 19, it works - stupid, I can't imagine why the butler would believe you - but it works - the dice have spoken" and "oh a 2, you fail - your story was really good but the butler noticed your shirt isn't tucked in and got suspicious" - and the middle ground between these two extremes is ... anything giving them a chance ... w/e a good DM can imagine - and could be as simple as (for example) the butler asking for more proof. And see what the heck they do. This way the DM is not just giving it to them, nor is he arbitrarily killing it due to random chance. Success would feel earned here, at least I'd think it would. It's a different approach and might be better for you. Think about it.
In the other thread and in other arguments re DnD over the years, I've run across some very funny player attitudes. Some of us get intensely loyal or "stuck" over certain rule interpretations (perhaps I do, too, in my own way - and I don't see it). I've had people tell me as if they were quoting one of the Laws of Thermodynamics that a certain DC represents the chance of x or y or z happening and how dare I challenge this? Look, sleep spell always works (or doesn't based on specified things) - there is no DC to see if the caster fumbles the material component - which could happen - or w/e. Again the game isn't a reality simulator and the experience - a great fun challenging experience - is what we're striving for. Right? Or am I wrong? Or am I just trying (again) to get some of us to see that strict, unyielding adherence to DCs can come with a steep price, a price that maybe we shouldn't be paying? What if there really is a better way?
I (we) have almost no power to change the (official) rules - that's in someone else's hands. So I don't think this discussion should be testy (which is why I'm restarting it - and again, a lot of the negativity in the old thread was my fault - mostly from me being frustrated over my inability to express subtle things - I'm returning after a very long absence and am quite rusty, but not totally). If some of us want to flare or troll or w/e, I can't stop you, but I can ask (starting very much with me) that we try to understand each other and not get too emotional. I'm not telling you how to run your game. I'm talking about likely consequences from running the game a certain way and asking for discussion for solutions, some of which I'll be advancing (but I hardly know everything - please help if you see or know something cool).
First, I'd like you to see that there is a "price" or consequence when a table or dm allows certain player-rolled DCs, as seems to be common in 5e (certainly is in Adv. L. play). If a player stealths and they know the result (say 3 or 18), the player knows something that their character probably wouldn't and/or shouldn't know - that the orcs see them or not. Same with detect traps or secret doors as a skill (not a spell) - if a player rolls 19 and are told "you don't sense any" - they "know" there is no normal secret door there - but how could the character "know" this? Now is the player supposed to be "honest" and role play, having their character act by what the character knows and not what the player knows? This is a possible solution (we're supposed to do that on a lot of matters anyway). But a smart player can always game a DM here and have the character act properly when it doesn't matter - but come up with some "reason" to mask an improper choice based on meta-information. Okay, that's a problem across DnD anyway. So why make it a worse one? Why not let the DM roll these checks? That would take away the need to role play on a whole family of DCs and let the player, in theory, focus on being better on other things - or at least this is an argument in favor of DM rolling (if you hate this idea it's okay - not saying you're "bad" or have to change).
It gets particularly strained when a character tries to lie to or persuade an NPC and the player knows he/she has rolled a 2 or a 17 on a persuasion or performance check. When the NPC smiles and accepts (or seems to accept) the lie, the player knows (almost certainly) in the case of a 17 the lie was successful and in the case of a 2 the NPC is lying or gaming back. It becomes really hard to roleplay or be "good" with this kind of information - and - it removes the tension element and the surprise element when we later find out the truth (either the NPC had been duped or the NPC was duping back). Exceptions would be an NPC who is mind-reading, so the DC doesn't matter - but this is pretty rare - and exceptions are hard to factor, anyway - of course there are exceptions, but what to make of them? (edit - removing tension, suspense and surprise in this way hurts game enjoyment for me - and I think a lot of us - it makes the player way too "meta" in knowledge - it's like knowing what happens in a book or movie, sort of).
We do have another extreme to consider here (one I'm used to - it was how we played back in the day) - DM making almost all the rolls in secret but possibly not letting "enough" be dice-settled. Clearly having some issues or questions be dice settled is "good" or "works". If a DM is making too many choices he/she can err, especially as the game extends and the DM is getting tired - can get grumpy and be unreasonable (I've seen that) or can get happy and be far too lenient, removing most of the game's challenge (I've seen that). So where is balance?
An outcome the character will know certainly should be character rolled: like climbing a wall. You either fall or you make it up - player clearly should roll. Almost all combat actions should be player rolled, of course - as almost all of us do. Animal handling - the horse either lets you ride it or bucks you off. Lock pick - you either open the lock or you don't. If it's a "resistant" lock I think it's okay for the player/char to find this out by trying to open it (which they will know as they learn it's a DC 20 or higher). It's pretty obvious which DCs the player/char should or can know, and which ones the DM should probably keep secret. This is something we could discuss here: finding the gray zones, the ones that aren't obvious and so on.
I get that DnD is not a reality simulator, and I'm not coming from that angle (have played homebrew campaigns that attempted to be reality simulators ... for me they got bogged down fast and weren't playable or fun). The people who were playing DnD before me in the 1970s knew this, by the way - little to nothing is new under this sun :smallsmile:! The object as I see it is what makes for the best gameplay? I didn't see them before, but there are alternate versions suggested in the DMG - so kudoes to the designers of 5e. They admit that there are versions of the game with much less dice rolling, but they don't discuss what you get and what you give up if you go that way.
Being heavily dice dependent (I was saying being a "dice slave", but I think that was too negative on my part - I'm trying to move away from that here) is an option. A lot of players apparently are fine with this - are fine with knowing things their character wouldn't know - and play anyway - just work past it and done. But it's a teeny shift, really, to start with - say - DM secretly rolls stealth and perc (he/she rolls passive perc already, anyway), trap checks, secret door checks, persuasion checks, performance checks. Just start with those and see what happens - see if the game feels better. It may not. If you're mostly numb to this stuff, fine - do player rolled DCs and more power to you. It's just that what I'm talking about here is not like moving a glacier or even remotely hard. It's just saying that a handful of the DCs go to the DM to be rolled in secret. Someone in the other thread said there was a device that lets the player drop the dice but only the DM can see - that would keep the player involved - an interesting suggestion (thank you!).
The other part of this discussion is making sure DMs and future DMs know that there are tricks and balancing issues regarding this whole "it all comes down to a dice check" thing. First, if a DM bothers to invest a lot of effort in a player quest, say, then certain CPs (critical points) will be fated to go a certain way and not be determined by dice. Like, while the party talks to the Duke, an assassin cloaked in magic darkness zips in surprising them (no DC, it's fated to happen), murders the Duke "dead" (not zero - he's gone - with no DCs, no natural ones, no rolling a 2 here), and escapes out the window with no chance of being caught. Why? Because it's necessary for the story to work (and frankly also because the DM put a lot of work into this quest, and he/she isn't going to let it fizzle or fail due to a dumb dice roll). If - if - DMs "had to" do DCs and obey them, by fiat they "had to", would DMs invest time and hard work in cooking up quests? Nah. It would all be pretty on the fly, made up as we go - because why invest in something that has a strong chance of arbitrarily failing? Notice I said "arbitrarily".
But but but some will argue it's not arbitrary, things can go wrong - yes, DCs should have a chance of destroying our best laid plans and so on because that's real (but DnD is not a reality simulator, remember? and yes some semblance of reality must exist for the game not to suck, but too much become too brutal and also sucks - so again it's a balancing act - it's artistry and not science, this balancing, for the most part, imho). What I'm getting at, among other things, is if - if - you want a clever game that's more than just hack n slash n zap - and if you want players to invest and plot and rise above - then you have to reward them for this (at least sometimes - and part of rewarding them is that they feel their work at least stands a chance, or they won't invest - and yes of course going too far the other way and having it always work is also bad) - so you have to really think hard about letting an arbitrary "2" tear down a mighty and inspired plan the players cooked up - unless they knew it was a gamble and it wasn't really such a good plan. But I'm not talking about those. I'm talking about they work hard, they practice - they successfully spy on the guy they're going to imitate until they got it down tight - but a 2 is rolled. If it is a public or known 2 - known to the players - it closes a lot of doors for the DM. This is mainly what I'm saying. Why as a DM have these doors closed - why be forced to accept this when we don't have to? Let's say what the party was doing was so inspired and amazing, but it involved getting inside the mansion - and they roll a 2 at the door and the butler closes it on them seeing through their ploy. Plan killed right there. Huh? WTH? Why kill it there? Why let that 2 be a vorpal blade hack - a decapitation of the plan? At least you do have an option, even if it was a known roll - the butler could say "I can't let you in based on this letter - come back with some actual proof you're who you say you are" - and the plan could be salvaged. See the difference? This is what I'm trying to communicate. If a DM knows how to do this right - it takes some experience and native skill usually - a very fun and involved and unexpected-stuff-happens - and the party is mega-challenged - they're not just "given" success (they earn it) - and their amazing plan does not go off as initially imagined - but it ultimately works in some way - maybe at a cost - or if they fail they failed because they didn't come up with the follow up on the fly brilliance needed to make the plan actually work - at least they know why it failed and it failed for good reasons ... not some arbitrary DC. Bottom line, if the right DCs are secret, the DM has more options available to expand the challenge and make it great (and suspense is preserved - it should be more exciting for players) - strict DC adherence can be ... like wearing a ball and chain. Too loosey goosey is bad, too - I keep stressing balance and what "works" for the group. Which is subjective, of course.
If I wasn't clear above, I'm not saying there is a choice between "fails due to player-seen DC" or "give clever players everything they want" - am not at all saying that. It may seem that way, but I'm actually trying to go beyond that. I think a clever DM can understand when players have invested heavily in a plan but either it's crap (and they don't see) or it is hinging on a few luck elements - is a ST made - do they persuade the butler - and so on. I'm saying there is a third option between "oh a 19, it works - stupid, I can't imagine why the butler would believe you - but it works - the dice have spoken" and "oh a 2, you fail - your story was really good but the butler noticed your shirt isn't tucked in and got suspicious" - and the middle ground between these two extremes is ... anything giving them a chance ... w/e a good DM can imagine - and could be as simple as (for example) the butler asking for more proof. And see what the heck they do. This way the DM is not just giving it to them, nor is he arbitrarily killing it due to random chance. Success would feel earned here, at least I'd think it would. It's a different approach and might be better for you. Think about it.
In the other thread and in other arguments re DnD over the years, I've run across some very funny player attitudes. Some of us get intensely loyal or "stuck" over certain rule interpretations (perhaps I do, too, in my own way - and I don't see it). I've had people tell me as if they were quoting one of the Laws of Thermodynamics that a certain DC represents the chance of x or y or z happening and how dare I challenge this? Look, sleep spell always works (or doesn't based on specified things) - there is no DC to see if the caster fumbles the material component - which could happen - or w/e. Again the game isn't a reality simulator and the experience - a great fun challenging experience - is what we're striving for. Right? Or am I wrong? Or am I just trying (again) to get some of us to see that strict, unyielding adherence to DCs can come with a steep price, a price that maybe we shouldn't be paying? What if there really is a better way?