the Jester
Legend
You tell me what you're doing; I will let you know when and if to make a check, and what check to make.
If the player says something like "Well, can I roll for Investigation?" I'll usually respond with "Maybe, what does that 'investigation' look like?" and let them narrate. I don't mind being flexible so long as it's not too farfetched and the player can really sell it.
The thing that bugs me about this conversation is the repeated fallacious statements that "You can only interact meaningfully with the world if you do it this way."
I haven't seen anyone here say this, let alone repeatedly. But I must admit I read some responses more closely than others so I might have missed the repeated use of "meaningfully" or "only" or their synonyms.
The way I look at it the more info a player gives me the easier and smoother it is to make adjudications not only about the skill performance itself but all the potential myriad consequences and factors that may be involved. I don’t expect a player to have to know how to pick a lock, I do expect a player to tell me (and when they don’t I frequently ask) if their character is trying to be fast, being slow, trying to be quiet, squatting down in front of the door or standing to one side the best they can, etc.
Do you, the DM, give players checks? (perhaps because they've asked to make one for their PC)
-OR-
Do you, the DM, ask players to make checks? (perhaps because of some action their PC is attempting)
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Do your players announce a skill and roll, thereby making a check that is ungiven or unasked by you, the DM? (perhaps because they feel it is an obvious time to do so)
-OR-
Something else? (perhaps because it doesn't fit neatly into one of the other options)
-OR-
Is it some combination of the above? (perhaps because a check is a check, let's keep things... rolling)
Vote in the poll then share your Why below...
Perhaps just one, with minor details added as needed according to the context.1) Sometimes the thing the player wants doesn't "look like" anything. What does using Insight to get a read on an NPC "look like"? How many different narrations of getting a read on NPCs should we make players come up with over time?
"I use my good nature and social graces [approach] to try to convince the king to lend us his aid [goal]."2) Presumably the character with a skill knows how to use the skill. The player however, may not. An archetype here is use of Persuasion - a character with it knows what to say to persuade, but the player may really not. Indeed the GM may not either - most of us GMs are not high-end negotiators, and able to survive in the wilderness with just a penknife, and experts in alchemy all in one person, right?. So, we can end up gating character success on whether the player gets the GM's concept of what should work.
As long as the player is clear with their goal and approach, there's no need for anything lengthy or salesy when describing non-combat actions as well. But player skill is linked to character success, but it's not about being salesy with narration: See above for the example of figuring out the king's characteristics then leveraging those to try to get what the PC wants. That is likely to be more successful than a player who doesn't do that. Just like the PC is more likely to be successful if the player attacks the monster under the effect of faerie fire than the one who isn't. So player skill is indeed involved, and I don't see anything wrong with that. My expectation and experience is that players who don't have these skills learn them when there's an advantage to be had doing so.3) The character is supposed to be able to do stuff. Why does the player have to "sell it" for the character to be able to succeed? What if the player's not really a salesman (or, really - narrator)? Do we really want to link character success to player narration skill?
While combat is a different subsystem, some of the logic here is the same - we don't need to make the player describe every single attempt to do damage - "I attack with my axe" becomes sufficient. It isn't clear why skills should not also get shorthand expression for some cases.