---------------------------------------- re: smolderingwizard - roll vs roleplaying March 06th, 2020 ---------------------------------------- I just read a really interesting observational phlog post from smolderingwizard [0] on his experiences in a 5th edition D&D game. He describes everything in 5th edition coming down to a mechanic role and that those rolls are happening constantly and distracting from the game. TEXT [0] smolderingwizard - roll vs role-playing I've run into this in some games as well and feel it's ultimately the fault of the DM/GM, though I can't judge them harshly for it. Running a game is hard work and it's not a skill that's usually taught. People learn in their own way, from playing with others and emulating good GMs, or watching games online, or just doing their best to guess their way through. One big influence these days is computer gaming. It's had immense impact on tabletop RPGs over the years, going so far as to completely screw up D&D into the mess that was 4th edition AKA World of Warcraft on paper. But even in the early days of say, 2nd edition, there were books and books describing mechanics that you could turn into rolls. I remember one guidebook describing the fall-off rate of light from various sized campfires and the impact for low-light vision at each distance in a grid. It got silly. But those books didn't come from a vacuum. People wanted that in their games. There's always been a subset of gamers who want the mechanics to rule the action. Sometimes these are reflected in power-gaming, or just optimized buildes. Sometimes it's just a style of play that the group enjoys. I cannot put myself in that camp, personally. My most formative long-term RPG was played 1-on-1 with my DM in high school. It was a solo game and we rolled almost never. The entire game was role-play and that has had enormous impact on my own style. In the Fate Core System book, the game designers have this to say: When to Roll Dice Roll the dice when succeeding or failing at the action could each contribute something interesting to the game... The worst, WORST thing you can do is have a failed roll that means NOTHING HAPPENS--no new knowledge, no new course of action to take, and no change in the situation. This is totally boring... If you can't imagine an interesting outcome from both results, then don't call for that roll. If failure is the uninteresting option, just give the PCs what thy want and call for a roll later, when you CAN think of an interesting failure. If success is the boring option, then see if you can turn your idea for failure into [a motivation for the PC to role play their character that way]. In combat things are simple. You failed a roll or you succeed at it have immediate consequences. If you're rolling as you walk down a hallway, what happens if you fail? You triggered a trap? But what if you succeed? Did you just notice the trap? That's boring because it doesn't change anything. What if the success meant you spotted a trap that was about to affect the party behind you. Your quick action let you spring up and grab a counterweight. Now you have to hold it in place so the others can get across. The challenge has changed the dynamic of the action and given the party a reason to interact with one another. Is your character strong enough to hold it for the whole party? What if you this splits you up? What if you have to choose who to drop it on before you're pulled inside the mechanism? Anyway, I digress. Chat with your DM and talk about the rolls. Or talk about it with the whole group. Are they into it? Maybe so. Maybe they're just waiting for the topic to come up.